2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
25 #include "pa_enabl.h" //$$POLY_ACC
33 #include "menu.h" // For the font.
63 void draw_ammo_info(int x,int y,int ammo_count,int primary);
64 extern void draw_guided_crosshair(void);
66 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
67 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
69 grs_canvas *Canv_LeftEnergyGauge;
70 grs_canvas *Canv_AfterburnerGauge;
71 grs_canvas *Canv_SBEnergyGauge;
72 grs_canvas *Canv_SBAfterburnerGauge;
73 grs_canvas *Canv_RightEnergyGauge;
74 grs_canvas *Canv_NumericalGauge;
76 //Flags for gauges/hud stuff
79 //bitmap numbers for gauges
81 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
83 #define GAUGE_INVULNERABLE 10 //10..19
84 #define N_INVULNERABLE_FRAMES 10
86 #define GAUGE_AFTERBURNER 20
87 #define GAUGE_ENERGY_LEFT 21
88 #define GAUGE_ENERGY_RIGHT 22
89 #define GAUGE_NUMERICAL 23
91 #define GAUGE_BLUE_KEY 24
92 #define GAUGE_GOLD_KEY 25
93 #define GAUGE_RED_KEY 26
94 #define GAUGE_BLUE_KEY_OFF 27
95 #define GAUGE_GOLD_KEY_OFF 28
96 #define GAUGE_RED_KEY_OFF 29
98 #define SB_GAUGE_BLUE_KEY 30
99 #define SB_GAUGE_GOLD_KEY 31
100 #define SB_GAUGE_RED_KEY 32
101 #define SB_GAUGE_BLUE_KEY_OFF 33
102 #define SB_GAUGE_GOLD_KEY_OFF 34
103 #define SB_GAUGE_RED_KEY_OFF 35
105 #define SB_GAUGE_ENERGY 36
107 #define GAUGE_LIVES 37
109 #define GAUGE_SHIPS 38
110 #define GAUGE_SHIPS_LAST 45
112 #define RETICLE_CROSS 46
113 #define RETICLE_PRIMARY 48
114 #define RETICLE_SECONDARY 51
115 #define RETICLE_LAST 55
117 #define GAUGE_HOMING_WARNING_ON 56
118 #define GAUGE_HOMING_WARNING_OFF 57
120 #define SML_RETICLE_CROSS 58
121 #define SML_RETICLE_PRIMARY 60
122 #define SML_RETICLE_SECONDARY 63
123 #define SML_RETICLE_LAST 67
125 #define KEY_ICON_BLUE 68
126 #define KEY_ICON_YELLOW 69
127 #define KEY_ICON_RED 70
129 #define SB_GAUGE_AFTERBURNER 71
131 #define FLAG_ICON_RED 72
132 #define FLAG_ICON_BLUE 73
135 /* Use static inline function under GCC to avoid CR/LF issues */
137 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
138 static inline void _page_in_gauge(int x)
141 PIGGY_PAGE_IN(Gauges_hires[x]);
143 PIGGY_PAGE_IN(Gauges[x]);
148 #define PAGE_IN_GAUGE(x) \
151 PIGGY_PAGE_IN(Gauges_hires[x]); \
153 PIGGY_PAGE_IN(Gauges[x]); \
159 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
161 //change MAX_GAUGE_BMS when adding gauges
163 //Coordinats for gauges
165 extern int Current_display_mode;
169 #define GAUGE_BLUE_KEY_X_L 272
170 #define GAUGE_BLUE_KEY_Y_L 152
171 #define GAUGE_BLUE_KEY_X_H 535
172 #define GAUGE_BLUE_KEY_Y_H 374
173 #define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
174 #define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
176 #define GAUGE_GOLD_KEY_X_L 273
177 #define GAUGE_GOLD_KEY_Y_L 162
178 #define GAUGE_GOLD_KEY_X_H 537
179 #define GAUGE_GOLD_KEY_Y_H 395
180 #define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
181 #define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
183 #define GAUGE_RED_KEY_X_L 274
184 #define GAUGE_RED_KEY_Y_L 172
185 #define GAUGE_RED_KEY_X_H 539
186 #define GAUGE_RED_KEY_Y_H 416
187 #define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
188 #define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
192 #define SB_GAUGE_KEYS_X_L 11
193 #define SB_GAUGE_KEYS_X_H 26
194 #define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
196 #define SB_GAUGE_BLUE_KEY_Y_L 153
197 #define SB_GAUGE_GOLD_KEY_Y_L 169
198 #define SB_GAUGE_RED_KEY_Y_L 185
200 #define SB_GAUGE_BLUE_KEY_Y_H 390
201 #define SB_GAUGE_GOLD_KEY_Y_H 422
202 #define SB_GAUGE_RED_KEY_Y_H 454
204 #define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
205 #define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
206 #define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
208 // cockpit enery gauges
210 #define LEFT_ENERGY_GAUGE_X_L 70
211 #define LEFT_ENERGY_GAUGE_Y_L 131
212 #define LEFT_ENERGY_GAUGE_W_L 64
213 #define LEFT_ENERGY_GAUGE_H_L 8
215 #define LEFT_ENERGY_GAUGE_X_H 137
216 #define LEFT_ENERGY_GAUGE_Y_H 314
217 #define LEFT_ENERGY_GAUGE_W_H 133
218 #define LEFT_ENERGY_GAUGE_H_H 21
220 #define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
221 #define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
222 #define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
223 #define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
225 #define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
226 #define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
227 #define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
228 #define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
230 // cockpit afterburner gauge
232 #define AFTERBURNER_GAUGE_X_L 45-1
233 #define AFTERBURNER_GAUGE_Y_L 158
234 #define AFTERBURNER_GAUGE_W_L 12
235 #define AFTERBURNER_GAUGE_H_L 32
237 #define AFTERBURNER_GAUGE_X_H 88
238 #define AFTERBURNER_GAUGE_Y_H 377
239 #define AFTERBURNER_GAUGE_W_H 21
240 #define AFTERBURNER_GAUGE_H_H 65
242 #define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
243 #define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
244 #define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
245 #define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
249 #define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
250 #define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
251 #define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
252 #define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
254 // sb afterburner gauge
256 #define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
257 #define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
258 #define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
259 #define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
261 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
262 #define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
264 #define SHIELD_GAUGE_X (Current_display_mode?292:146)
265 #define SHIELD_GAUGE_Y (Current_display_mode?374:155)
266 #define SHIELD_GAUGE_W (Current_display_mode?70:35)
267 #define SHIELD_GAUGE_H (Current_display_mode?77:32)
269 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
270 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
272 #define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
273 #define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
275 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
276 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
278 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
279 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
281 #define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
282 #define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
283 #define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
284 #define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
286 #define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
287 #define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
288 #define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
289 #define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
290 #define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
291 #define PRIMARY_AMMO_Y (Current_display_mode?420:171)
293 #define SECONDARY_W_PIC_X (Current_display_mode?466:234)
294 #define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
295 #define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
296 #define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
297 #define SECONDARY_AMMO_X (Current_display_mode?428:213)
298 #define SECONDARY_AMMO_Y (Current_display_mode?407:171)
300 #define SB_LIVES_X (Current_display_mode?(550-10-3):266)
301 #define SB_LIVES_Y (Current_display_mode?450-3:185)
302 #define SB_LIVES_LABEL_X (Current_display_mode?475:237)
303 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
305 #define SB_SCORE_RIGHT_L 301
306 #define SB_SCORE_RIGHT_H (605+8)
307 #define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
309 #define SB_SCORE_Y (Current_display_mode?398:158)
310 #define SB_SCORE_LABEL_X (Current_display_mode?475:237)
312 #define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
313 #define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
315 #define HOMING_WARNING_X (Current_display_mode?14:7)
316 #define HOMING_WARNING_Y (Current_display_mode?415:171)
318 #define BOMB_COUNT_X (Current_display_mode?546:275)
319 #define BOMB_COUNT_Y (Current_display_mode?445:186)
321 #define SB_BOMB_COUNT_X (Current_display_mode?342:171)
322 #define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
325 #define LHX(x) ((x)*(Current_display_mode?2:1))
326 #define LHY(y) ((y)*(Current_display_mode?2.4:1))
328 #define LHX(x) ((x)*(MenuHires?2:1))
329 #define LHY(y) ((y)*(MenuHires?2.4:1))
332 static int score_display[2];
333 static fix score_time;
335 static int old_score[2] = { -1, -1 };
336 static int old_energy[2] = { -1, -1 };
337 static int old_shields[2] = { -1, -1 };
338 static int old_flags[2] = { -1, -1 };
339 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
340 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
341 static int Old_Omega_charge[2] = { -1, -1 };
342 static int old_laser_level[2] = { -1, -1 };
343 static int old_cloak[2] = { 0, 0 };
344 static int old_lives[2] = { -1, -1 };
345 static fix old_afterburner[2] = { -1, -1 };
346 static int old_bombcount[2] = { 0, 0 };
348 static int invulnerable_frame = 0;
350 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
352 #define WS_SET 0 //in correct state
353 #define WS_FADING_OUT 1
354 #define WS_FADING_IN 2
356 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
357 int weapon_box_states[2];
358 fix weapon_box_fade_values[2];
360 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
362 typedef struct span {
366 //store delta x values from left of box
367 span weapon_window_left[] = { //first span 67,151
414 //store delta x values from left of box
415 span weapon_window_right[] = { //first span 207,154
461 //store delta x values from left of box
462 span weapon_window_left_hires[] = { //first span 67,154
573 //store delta x values from left of box
574 span weapon_window_right_hires[] = { //first span 207,154
685 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
686 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
688 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
689 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
691 // defining box boundries for weapon pictures
693 #define PRIMARY_W_BOX_LEFT_L 63
694 #define PRIMARY_W_BOX_TOP_L 151 //154
695 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
696 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
698 #define PRIMARY_W_BOX_LEFT_H 121
699 #define PRIMARY_W_BOX_TOP_H 364
700 #define PRIMARY_W_BOX_RIGHT_H 242
701 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
703 #define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
704 #define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
705 #define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
706 #define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
708 #define SECONDARY_W_BOX_LEFT_L 202 //207
709 #define SECONDARY_W_BOX_TOP_L 151
710 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
711 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
713 #define SECONDARY_W_BOX_LEFT_H 404
714 #define SECONDARY_W_BOX_TOP_H 363
715 #define SECONDARY_W_BOX_RIGHT_H 529
716 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
718 #define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
719 #define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
720 #define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
721 #define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
723 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
724 #define SB_PRIMARY_W_BOX_TOP_L 153
725 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
726 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
728 #define SB_PRIMARY_W_BOX_LEFT_H 68
729 #define SB_PRIMARY_W_BOX_TOP_H 381
730 #define SB_PRIMARY_W_BOX_RIGHT_H 179
731 #define SB_PRIMARY_W_BOX_BOT_H 473
733 #define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
734 #define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
735 #define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
736 #define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
738 #define SB_SECONDARY_W_BOX_LEFT_L 169
739 #define SB_SECONDARY_W_BOX_TOP_L 153
740 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
741 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
743 #define SB_SECONDARY_W_BOX_LEFT_H 338
744 #define SB_SECONDARY_W_BOX_TOP_H 381
745 #define SB_SECONDARY_W_BOX_RIGHT_H 449
746 #define SB_SECONDARY_W_BOX_BOT_H 473
748 #define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
749 #define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
750 #define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
751 #define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
753 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
754 #define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
755 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
756 #define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
757 #define SB_PRIMARY_AMMO_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?(38+20):30)) //((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
758 #define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
760 #define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
761 #define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
762 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
763 #define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
764 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
765 #define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
767 typedef struct gauge_box {
769 int right,bot; //maximal box
770 span *spanlist; //list of left,right spans for copy
773 gauge_box gauge_boxes[] = {
775 // primary left/right low res
776 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
777 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
779 //sb left/right low res
780 {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},
781 {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},
783 // primary left/right hires
784 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
785 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
787 // sb left/right hires
788 {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},
789 {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},
792 // these macros refer to arrays above
794 #define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
795 #define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
796 #define SB_PRIMARY_BOX (!Current_display_mode?2:6)
797 #define SB_SECONDARY_BOX (!Current_display_mode?3:7)
799 int Color_0_31_0 = -1;
801 //copy a box from the off-screen buffer to the visible page
803 void copy_gauge_box(gauge_box *box,dd_grs_canvas *cv)
805 // This is kind of funny. If we are in a full cockpit mode
806 // we have a system offscreen buffer for our canvas.
807 // Since this is true of cockpit mode only, we should do a
808 // direct copy from system to video memory without blting.
811 int n_spans = box->bot-box->top+1;
814 if (Cockpit_mode==CM_FULL_COCKPIT && cv->sram) {
819 DDGRLOCK(dd_grd_curcanv);
820 bm = &cv->canvas.cv_bitmap;
822 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
824 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
825 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
827 DDGRUNLOCK(dd_grd_curcanv);
831 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
833 dd_gr_blt_notrans(cv,
834 box->left+box->spanlist[cnt].l,y,
835 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
837 box->left+box->spanlist[cnt].l,y,
838 box->spanlist[cnt].r-box->spanlist[cnt].l+1,1);
843 dd_gr_blt_notrans(cv, box->left, box->top,
844 box->right-box->left+1, box->bot-box->top+1,
845 dd_grd_curcanv, box->left, box->top,
846 box->right-box->left+1, box->bot-box->top+1);
852 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
855 int n_spans = box->bot-box->top+1;
858 //gr_setcolor(BM_XRGB(31,0,0));
860 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
861 PA_DFX (pa_set_frontbuffer_current());
862 PA_DFX (pa_set_back_to_read());
864 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
865 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
867 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
868 PA_DFX (pa_set_backbuffer_current());
869 PA_DFX (pa_set_front_to_read());
875 PA_DFX (pa_set_frontbuffer_current());
876 PA_DFX (pa_set_back_to_read());
878 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
879 box->left,box->top,box->left,box->top,
880 bm,&grd_curcanv->cv_bitmap);
881 PA_DFX (pa_set_backbuffer_current());
882 PA_DFX (pa_set_front_to_read());
889 extern int gr_bitblt_double;
891 int copy_whole_box = 0;
893 void copy_gauge_box_double(gauge_box *box,grs_bitmap *bm)
896 if (!copy_whole_box && box->spanlist) {
897 int n_spans = box->bot-box->top+1;
898 int cnt, sx, dx, sy, dy;
901 for (cnt=0; cnt < n_spans; cnt++) {
907 dx = box->left+box->spanlist[cnt].l;
909 sbits = bm->bm_data + (bm->bm_rowsize * sy) + sx;
910 dbits = grd_curcanv->cv_bitmap.bm_data + (grd_curcanv->cv_bitmap.bm_rowsize * dy) + dx;
912 for (j = box->spanlist[cnt].l; j < box->spanlist[cnt].r+1; j++)
913 *dbits++ = sbits[j/2];
923 gr_bm_ubitblt_double_slow(box->right-box->left+1,box->bot-box->top,
924 box->left,box->top,box->left,box->top,
925 bm,&grd_curcanv->cv_bitmap);
930 //fills in the coords of the hostage video window
931 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
933 if (Cockpit_mode == CM_STATUS_BAR) {
934 *x = SB_SECONDARY_W_BOX_LEFT;
935 *y = SB_SECONDARY_W_BOX_TOP;
936 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
937 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
940 *x = SECONDARY_W_BOX_LEFT;
941 *y = SECONDARY_W_BOX_TOP;
942 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
943 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
948 //these should be in gr.h
949 #define cv_w cv_bitmap.bm_w
950 #define cv_h cv_bitmap.bm_h
952 #define HUD_MESSAGE_LENGTH 150
953 #define HUD_MAX_NUM 4
954 extern int HUD_nmessages, hud_first; // From hud.c
955 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
956 extern fix ThisLevelTime;
957 extern fix Omega_charge;
959 void hud_show_score()
964 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
967 gr_set_curfont( GAME_FONT );
969 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
970 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
972 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
975 gr_get_string_size(score_str, &w, &h, &aw );
977 if (Color_0_31_0 == -1)
978 Color_0_31_0 = gr_getcolor(0,31,0);
979 gr_set_fontcolor(Color_0_31_0, -1);
981 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
984 void hud_show_timer_count()
990 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
994 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
996 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
997 i=f2i(timevar-ThisLevelTime);
1000 sprintf(score_str, "T - %5d", i);
1002 gr_get_string_size(score_str, &w, &h, &aw );
1004 if (Color_0_31_0 == -1)
1005 Color_0_31_0 = gr_getcolor(0,31,0);
1006 gr_set_fontcolor(Color_0_31_0, -1);
1008 if (i>-1 && !Control_center_destroyed)
1009 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
1015 //y offset between lines on HUD
1018 void hud_show_score_added()
1024 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1027 if (score_display[0] == 0)
1030 gr_set_curfont( GAME_FONT );
1032 score_time -= FrameTime;
1033 if (score_time > 0) {
1034 color = f2i(score_time * 20) + 12;
1036 if (color < 10) color = 12;
1037 if (color > 31) color = 30;
1039 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
1042 sprintf(score_str, "%s", TXT_CHEATER);
1044 sprintf(score_str, "%5d", score_display[0]);
1046 gr_get_string_size(score_str, &w, &h, &aw );
1047 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1048 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
1051 score_display[0] = 0;
1056 void sb_show_score()
1061 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1064 WIN(DDGRLOCK(dd_grd_curcanv));
1065 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1070 if (old_score[VR_current_page]==redraw_score) {
1071 gr_set_curfont( GAME_FONT );
1072 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1074 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1076 PA_DFX(pa_set_frontbuffer_current());
1077 PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
1078 PA_DFX(pa_set_backbuffer_current());
1079 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
1083 PA_DFX (pa_set_frontbuffer_current() );
1084 PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
1085 PA_DFX(pa_set_backbuffer_current());
1086 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
1090 gr_set_curfont( GAME_FONT );
1091 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1092 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
1094 sprintf(score_str, "%5d", Players[Player_num].score);
1095 gr_get_string_size(score_str, &w, &h, &aw );
1097 x = SB_SCORE_RIGHT-w-LHX(2);
1101 gr_setcolor(BM_XRGB(0,0,0));
1102 PA_DFX (pa_set_frontbuffer_current());
1103 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
1104 PA_DFX(pa_set_backbuffer_current());
1105 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
1107 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1108 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1110 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1112 PA_DFX (pa_set_frontbuffer_current());
1113 PA_DFX (gr_printf(x,y,score_str));
1114 PA_DFX(pa_set_backbuffer_current());
1115 gr_printf(x,y,score_str);
1117 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1118 WIN(DDGRUNLOCK(dd_grd_curcanv));
1121 void sb_show_score_added()
1127 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1128 static int last_score_display[2] = { -1, -1};
1132 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1135 if (score_display[VR_current_page] == 0)
1138 WIN(DDGRLOCK(dd_grd_curcanv));
1139 gr_set_curfont( GAME_FONT );
1141 score_time -= FrameTime;
1142 if (score_time > 0) {
1143 if (score_display[VR_current_page] != last_score_display[VR_current_page] || frc) {
1144 gr_setcolor(BM_XRGB(0,0,0));
1145 PA_DFX (pa_set_frontbuffer_current());
1146 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
1147 PA_DFX(pa_set_backbuffer_current());
1148 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
1150 last_score_display[VR_current_page] = score_display[VR_current_page];
1153 color = f2i(score_time * 20) + 10;
1155 if (color < 10) color = 10;
1156 if (color > 31) color = 31;
1159 sprintf(score_str, "%s", TXT_CHEATER);
1161 sprintf(score_str, "%5d", score_display[VR_current_page]);
1163 gr_get_string_size(score_str, &w, &h, &aw );
1165 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1167 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1169 PA_DFX (pa_set_frontbuffer_current());
1170 PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
1171 PA_DFX(pa_set_backbuffer_current());
1172 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1175 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1179 gr_setcolor(BM_XRGB(0,0,0));
1180 PA_DFX (pa_set_frontbuffer_current());
1181 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
1182 PA_DFX(pa_set_backbuffer_current());
1183 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
1186 score_display[VR_current_page] = 0;
1189 WIN(DDGRUNLOCK(dd_grd_curcanv));
1192 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1194 // -----------------------------------------------------------------------------
1195 void play_homing_warning(void)
1199 if (Endlevel_sequence || Player_is_dead)
1202 if (Players[Player_num].homing_object_dist >= 0) {
1203 beep_delay = Players[Player_num].homing_object_dist/128;
1204 if (beep_delay > F1_0)
1206 else if (beep_delay < F1_0/8)
1207 beep_delay = F1_0/8;
1209 if (Last_warning_beep_time[VR_current_page] > GameTime)
1210 Last_warning_beep_time[VR_current_page] = 0;
1212 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1213 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1214 Last_warning_beep_time[VR_current_page] = GameTime;
1219 int Last_homing_warning_shown[2]={-1,-1};
1221 // -----------------------------------------------------------------------------
1222 void show_homing_warning(void)
1224 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1225 if (Last_homing_warning_shown[VR_current_page] == 1) {
1226 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1228 WIN(DDGRLOCK(dd_grd_curcanv));
1229 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1230 WIN(DDGRUNLOCK(dd_grd_curcanv));
1232 Last_homing_warning_shown[VR_current_page] = 0;
1238 dd_gr_set_current_canvas( get_current_game_screen() ),
1239 gr_set_current_canvas( get_current_game_screen() )
1243 WIN(DDGRLOCK(dd_grd_curcanv))
1245 if (Players[Player_num].homing_object_dist >= 0) {
1247 if (GameTime & 0x4000) {
1248 if (Last_homing_warning_shown[VR_current_page] != 1) {
1249 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1250 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1251 Last_homing_warning_shown[VR_current_page] = 1;
1254 if (Last_homing_warning_shown[VR_current_page] != 0) {
1255 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1256 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1257 Last_homing_warning_shown[VR_current_page] = 0;
1260 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1261 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1262 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1263 Last_homing_warning_shown[VR_current_page] = 0;
1266 WIN(DDGRUNLOCK(dd_grd_curcanv));
1270 #define MAX_SHOWN_LIVES 4
1272 extern int Game_window_y;
1275 void hud_show_homing_warning(void)
1277 if (Players[Player_num].homing_object_dist >= 0) {
1278 if (GameTime & 0x4000) {
1279 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1281 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1282 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1283 y = min(y,(wy - Line_spacing - Game_window_y));
1286 gr_set_curfont( GAME_FONT );
1287 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1288 gr_printf(x,y,TXT_LOCK);
1293 void hud_show_keys(void)
1295 int y = 3*Line_spacing;
1296 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1298 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1299 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1300 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1304 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1305 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1306 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1309 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1310 PAGE_IN_GAUGE( KEY_ICON_RED );
1311 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1317 extern grs_bitmap Orb_icons[2];
1319 void hud_show_orbs (void)
1321 if (Game_mode & GM_HOARD) {
1325 if (Cockpit_mode == CM_FULL_COCKPIT) {
1327 x = 4*GAME_FONT->ft_w;
1329 else if (Cockpit_mode == CM_STATUS_BAR) {
1331 x = GAME_FONT->ft_w;
1333 else if (Cockpit_mode == CM_FULL_SCREEN) {
1335 x = GAME_FONT->ft_w;
1340 Int3(); //what sort of cockpit?
1342 bm = &Orb_icons[FontHires];
1343 gr_ubitmapm(x,y,bm);
1345 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1346 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1351 void hud_show_flag(void)
1353 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1356 if (Cockpit_mode == CM_FULL_COCKPIT) {
1358 x = 4*GAME_FONT->ft_w;
1360 else if (Cockpit_mode == CM_STATUS_BAR) {
1362 x = GAME_FONT->ft_w;
1364 else if (Cockpit_mode == CM_FULL_SCREEN) {
1366 x = GAME_FONT->ft_w;
1371 Int3(); //what sort of cockpit?
1374 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1376 PAGE_IN_GAUGE( icon );
1377 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1383 void hud_show_energy(void)
1385 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1386 gr_set_curfont( GAME_FONT );
1387 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1388 if (Game_mode & GM_MULTI)
1389 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1391 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1393 if (Newdemo_state==ND_STATE_RECORDING ) {
1394 int energy = f2ir(Players[Player_num].energy);
1396 if (energy != old_energy[VR_current_page]) {
1397 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1398 old_energy[VR_current_page] = energy;
1403 void hud_show_afterburner(void)
1407 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1408 return; //don't draw if don't have
1410 gr_set_curfont( GAME_FONT );
1411 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1413 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1415 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1417 if (Newdemo_state==ND_STATE_RECORDING ) {
1419 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1420 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1421 old_afterburner[VR_current_page] = Afterburner_charge;
1426 char *d2_very_short_secondary_weapon_names[] =
1427 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1429 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1430 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1431 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1433 //return which bomb will be dropped next time the bomb key is pressed
1434 extern int which_bomb();
1436 void show_bomb_count(int x,int y,int bg_color,int always_show)
1438 int bomb,count,countx;
1441 bomb = which_bomb();
1442 count = Players[Player_num].secondary_ammo[bomb];
1445 count = min(count,99); //only have room for 2 digits - cheating give 200
1448 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1450 if (always_show && count == 0) //no bombs, draw nothing on HUD
1453 if (!always_show && countx == old_bombcount[VR_current_page])
1456 WIN(DDGRLOCK(dd_grd_curcanv));
1458 // I hate doing this off of hard coded coords!!!!
1460 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1461 gr_setcolor(bg_color);
1462 if (!Current_display_mode) {
1463 gr_rect(169,189,189,196);
1464 gr_setcolor(gr_find_closest_color(10,10,10));
1465 gr_scanline(168,189,189);
1467 PA_DFX (pa_set_frontbuffer_current());
1468 PA_DFX (gr_rect(338,453,378,470));
1469 PA_DFX(pa_set_backbuffer_current());
1470 gr_rect(338,453,378,470);
1472 gr_setcolor(gr_find_closest_color(10,10,10));
1473 PA_DFX (pa_set_frontbuffer_current());
1474 PA_DFX (gr_scanline(336,378,453));
1475 PA_DFX(pa_set_backbuffer_current());
1476 gr_scanline(336,378,453);
1481 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1483 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1485 sprintf(txt,"B:%02d",count);
1487 while ((t=strchr(txt,'1')) != NULL)
1488 *t = '\x84'; //convert to wide '1'
1490 PA_DFX (pa_set_frontbuffer_current());
1491 PA_DFX (gr_string(x,y,txt));
1492 PA_DFX(pa_set_backbuffer_current());
1495 WIN(DDGRUNLOCK(dd_grd_curcanv));
1497 old_bombcount[VR_current_page] = countx;
1500 void draw_primary_ammo_info(int ammo_count)
1502 if (Cockpit_mode == CM_STATUS_BAR)
1503 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1505 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1508 //convert '1' characters to special wide ones
1509 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1511 void hud_show_weapons(void)
1516 char weapon_str[32];
1518 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1519 gr_set_curfont( GAME_FONT );
1520 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1522 y = grd_curcanv->cv_h;
1524 if (Game_mode & GM_MULTI)
1525 y -= 4*Line_spacing;
1527 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1529 switch (Primary_weapon) {
1531 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1532 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1534 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1537 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1541 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1542 convert_1s(weapon_str);
1545 case SPREADFIRE_INDEX:
1550 strcpy(weapon_str, weapon_name);
1553 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1554 convert_1s(weapon_str);
1557 default: Int3(); weapon_str[0] = 0; break;
1560 gr_get_string_size(weapon_str, &w, &h, &aw );
1561 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1563 if (Primary_weapon == VULCAN_INDEX) {
1564 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1565 if (Newdemo_state == ND_STATE_RECORDING)
1566 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1567 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1571 if (Primary_weapon == OMEGA_INDEX) {
1572 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1573 if (Newdemo_state == ND_STATE_RECORDING)
1574 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1575 Old_Omega_charge[VR_current_page] = Omega_charge;
1579 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1581 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1582 gr_get_string_size(weapon_str, &w, &h, &aw );
1583 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1585 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1586 if (Newdemo_state == ND_STATE_RECORDING)
1587 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1588 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1591 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1594 void hud_show_cloak_invuln(void)
1596 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1598 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1599 int y = grd_curcanv->cv_h;
1601 if (Game_mode & GM_MULTI)
1602 y -= 7*Line_spacing;
1604 y -= 4*Line_spacing;
1606 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1607 gr_printf(2, y, "%s", TXT_CLOAKED);
1610 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1611 int y = grd_curcanv->cv_h;
1613 if (Game_mode & GM_MULTI)
1614 y -= 10*Line_spacing;
1616 y -= 5*Line_spacing;
1618 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1619 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1624 void hud_show_shield(void)
1626 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1627 gr_set_curfont( GAME_FONT );
1628 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1630 if ( Players[Player_num].shields >= 0 ) {
1631 if (Game_mode & GM_MULTI)
1632 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1634 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1636 if (Game_mode & GM_MULTI)
1637 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1639 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1642 if (Newdemo_state==ND_STATE_RECORDING ) {
1643 int shields = f2ir(Players[Player_num].shields);
1645 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1646 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1647 old_shields[VR_current_page] = shields;
1652 //draw the icons for number of lives
1653 void hud_show_lives()
1655 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1658 if (Game_mode & GM_MULTI) {
1659 gr_set_curfont( GAME_FONT );
1660 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1661 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1663 else if (Players[Player_num].lives > 1) {
1665 gr_set_curfont( GAME_FONT );
1666 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1667 PAGE_IN_GAUGE( GAUGE_LIVES );
1668 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1669 gr_ubitmapm(10,3,bm);
1670 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1675 void sb_show_lives()
1678 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1685 WIN(DDGRLOCK(dd_grd_curcanv));
1686 if (old_lives[VR_current_page]==-1 || frc) {
1687 gr_set_curfont( GAME_FONT );
1688 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1689 if (Game_mode & GM_MULTI)
1691 PA_DFX (pa_set_frontbuffer_current());
1692 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
1693 PA_DFX (pa_set_backbuffer_current());
1694 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1699 PA_DFX (pa_set_frontbuffer_current());
1700 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
1701 PA_DFX (pa_set_backbuffer_current());
1702 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1706 WIN(DDGRUNLOCK(dd_grd_curcanv));
1708 if (Game_mode & GM_MULTI)
1710 char killed_str[20];
1712 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1715 WIN(DDGRLOCK(dd_grd_curcanv));
1716 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1717 gr_get_string_size(killed_str, &w, &h, &aw);
1718 gr_setcolor(BM_XRGB(0,0,0));
1719 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1720 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1721 x = SB_SCORE_RIGHT-w-2;
1722 gr_printf(x, y+1, killed_str);
1723 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1724 WIN(DDGRUNLOCK(dd_grd_curcanv));
1728 if (frc || old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page]) {
1729 WIN(DDGRLOCK(dd_grd_curcanv));
1733 gr_setcolor(BM_XRGB(0,0,0));
1735 PA_DFX (pa_set_frontbuffer_current());
1736 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1737 PA_DFX (pa_set_backbuffer_current());
1738 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1740 if (Players[Player_num].lives-1 > 0) {
1741 gr_set_curfont( GAME_FONT );
1742 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1743 PAGE_IN_GAUGE( GAUGE_LIVES );
1744 #ifdef PA_3DFX_VOODOO
1745 PA_DFX (pa_set_frontbuffer_current());
1746 gr_ubitmapm(x, y,bm);
1747 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1750 PA_DFX (pa_set_backbuffer_current());
1751 gr_ubitmapm(x, y,bm);
1752 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1754 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1756 WIN(DDGRUNLOCK(dd_grd_curcanv));
1759 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1760 // gr_ubitmapm(x,y,bm);
1766 #ifdef PIGGY_USE_PAGING
1767 extern int Piggy_bitmap_cache_next;
1772 int secs = f2i(Players[Player_num].time_level) % 60;
1773 int mins = f2i(Players[Player_num].time_level) / 60;
1775 gr_set_curfont( GAME_FONT );
1777 if (Color_0_31_0 == -1)
1778 Color_0_31_0 = gr_getcolor(0,31,0);
1779 gr_set_fontcolor(Color_0_31_0, -1 );
1781 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1783 //@@#ifdef PIGGY_USE_PAGING
1787 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1788 //@@ gr_get_string_size( text, &w, &h, &aw );
1789 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1796 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1798 void add_points_to_score(int points)
1802 score_time += f1_0*2;
1803 score_display[0] += points;
1804 score_display[1] += points;
1805 if (score_time > f1_0*4) score_time = f1_0*4;
1807 if (points == 0 || Cheats_enabled)
1810 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1813 prev_score=Players[Player_num].score;
1815 Players[Player_num].score += points;
1817 if (Newdemo_state == ND_STATE_RECORDING)
1818 newdemo_record_player_score(points);
1821 if (Game_mode & GM_MULTI_COOP)
1824 if (Game_mode & GM_MULTI)
1828 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1830 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1831 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1832 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1833 digi_play_sample( snd, F1_0 );
1837 void add_bonus_points_to_score(int points)
1841 if (points == 0 || Cheats_enabled)
1844 prev_score=Players[Player_num].score;
1846 Players[Player_num].score += points;
1849 if (Newdemo_state == ND_STATE_RECORDING)
1850 newdemo_record_player_score(points);
1852 if (Game_mode & GM_MULTI)
1855 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1857 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1858 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1859 digi_play_sample( snd, F1_0 );
1865 void init_gauge_canvases()
1867 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1868 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1870 Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1871 Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1872 Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1873 Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1874 Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1875 Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1879 void close_gauge_canvases()
1881 gr_free_canvas( Canv_LeftEnergyGauge );
1882 gr_free_canvas( Canv_SBEnergyGauge );
1883 gr_free_canvas( Canv_SBAfterburnerGauge );
1884 gr_free_canvas( Canv_RightEnergyGauge );
1885 gr_free_canvas( Canv_NumericalGauge );
1886 gr_free_canvas( Canv_AfterburnerGauge );
1893 //draw_gauges_on = 1;
1895 for (i=0; i<2; i++ ) {
1896 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)) )
1901 old_shields[i] = -1;
1905 old_afterburner[i] = -1;
1906 old_bombcount[i] = 0;
1907 old_laser_level[i] = 0;
1909 old_weapon[0][i] = old_weapon[1][i] = -1;
1910 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1911 Old_Omega_charge[i] = -1;
1914 cloak_fade_state = 0;
1916 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1919 void draw_energy_bar(int energy)
1924 // Draw left energy bar
1925 gr_set_current_canvas( Canv_LeftEnergyGauge );
1926 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1927 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1928 gr_setcolor( BM_XRGB(0,0,0) );
1930 if ( !Current_display_mode )
1931 not_energy = 61 - (energy*61)/100;
1933 not_energy = 125 - (energy*125)/100;
1936 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1937 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1938 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1940 if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
1941 if ( y>=(LEFT_ENERGY_GAUGE_H/4) && y<((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 2) x2 = LEFT_ENERGY_GAUGE_W - 2;
1942 if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
1944 if (x2 > x1) gr_uscanline( x1, x2, y );
1948 dd_gr_set_current_canvas(get_current_game_screen()),
1949 gr_set_current_canvas( get_current_game_screen() )
1951 WIN(DDGRLOCK(dd_grd_curcanv));
1952 gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
1953 WIN(DDGRUNLOCK(dd_grd_curcanv));
1955 // Draw right energy bar
1956 gr_set_current_canvas( Canv_RightEnergyGauge );
1957 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1958 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1959 gr_setcolor( BM_XRGB(0,0,0) );
1962 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1963 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
1964 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
1966 if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
1967 if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
1968 if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
1970 if (x2 > x1) gr_uscanline( x1, x2, y );
1974 dd_gr_set_current_canvas(get_current_game_screen()),
1975 gr_set_current_canvas( get_current_game_screen() )
1977 WIN(DDGRLOCK(dd_grd_curcanv));
1978 gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
1979 WIN(DDGRUNLOCK(dd_grd_curcanv));
1982 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
2017 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
2092 void draw_afterburner_bar(int afterburner)
2094 int not_afterburner;
2097 // Draw afterburner bar
2098 gr_set_current_canvas( Canv_AfterburnerGauge );
2099 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
2100 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
2101 gr_setcolor( BM_XRGB(0,0,0) );
2103 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
2105 for (y=0;y<not_afterburner;y++) {
2107 gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
2108 (Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
2112 dd_gr_set_current_canvas(get_current_game_screen()),
2113 gr_set_current_canvas( get_current_game_screen() )
2115 WIN(DDGRLOCK(dd_grd_curcanv));
2116 gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
2117 WIN(DDGRUNLOCK(dd_grd_curcanv));
2120 void draw_shield_bar(int shield)
2122 int bm_num = shield>=100?9:(shield / 10);
2124 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2125 WIN(DDGRLOCK(dd_grd_curcanv));
2126 PA_DFX (pa_set_frontbuffer_current());
2127 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2128 PA_DFX (pa_set_backbuffer_current());
2129 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2131 WIN(DDGRUNLOCK(dd_grd_curcanv));
2134 #define CLOAK_FADE_WAIT_TIME 0x400
2136 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
2138 static fix cloak_fade_timer=0;
2139 static int cloak_fade_value=GR_FADE_LEVELS-1;
2140 static int refade = 0;
2143 if (Game_mode & GM_TEAM) {
2145 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
2146 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
2149 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
2150 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
2154 if (old_cloak_state==-1 && cloak_state)
2157 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
2160 cloak_fade_value=GR_FADE_LEVELS-1;
2161 cloak_fade_state = 0;
2164 if (cloak_state==1 && old_cloak_state==0)
2165 cloak_fade_state = -1;
2166 //else if (cloak_state==0 && old_cloak_state==1)
2167 // cloak_fade_state = 1;
2169 if (cloak_state==old_cloak_state) //doing "about-to-uncloak" effect
2170 if (cloak_fade_state==0)
2171 cloak_fade_state = 2;
2174 if (cloak_fade_state)
2175 cloak_fade_timer -= FrameTime;
2177 while (cloak_fade_state && cloak_fade_timer < 0) {
2179 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
2181 cloak_fade_value += cloak_fade_state;
2183 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
2184 cloak_fade_value = GR_FADE_LEVELS-1;
2185 if (cloak_fade_state == 2 && cloak_state)
2186 cloak_fade_state = -2;
2188 cloak_fade_state = 0;
2190 else if (cloak_fade_value <= 0) {
2191 cloak_fade_value = 0;
2192 if (cloak_fade_state == -2)
2193 cloak_fade_state = 2;
2195 cloak_fade_state = 0;
2199 // To fade out both pages in a paged mode.
2200 if (refade) refade = 0;
2201 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2202 cloak_fade_state = -1;
2206 #if defined(POLY_ACC)
2210 Gr_scanline_darkening_level = cloak_fade_value;
2211 gr_set_current_canvas( get_current_game_screen() );
2212 PA_DFX (pa_set_frontbuffer_current());
2213 PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
2214 PA_DFX (pa_set_backbuffer_current());
2215 pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
2217 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2221 // Gr_scanline_darkening_level = GR_FADE_LEVELS;
2222 // mprintf ((1,"HEY! HIT THIS!\n"));
2230 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2231 gr_set_current_canvas(&VR_render_buffer[0])
2234 WIN(DDGRLOCK(dd_grd_curcanv));
2235 gr_ubitmap( x, y, bm);
2237 Gr_scanline_darkening_level = cloak_fade_value;
2238 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2239 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2240 WIN(DDGRUNLOCK(dd_grd_curcanv));
2243 dd_gr_set_current_canvas(get_current_game_screen()),
2244 gr_set_current_canvas( get_current_game_screen() )
2248 DDGRLOCK(dd_grd_curcanv);
2249 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2250 DDGRLOCK(&dd_VR_render_buffer[0]);
2253 dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
2257 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &dd_VR_render_buffer[0].canvas.cv_bitmap, &grd_curcanv->cv_bitmap),
2258 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
2261 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2262 DDGRUNLOCK(&dd_VR_render_buffer[0]);
2265 dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
2267 DDGRUNLOCK(dd_grd_curcanv);
2271 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2273 void draw_numerical_display(int shield, int energy)
2275 gr_set_current_canvas( Canv_NumericalGauge );
2276 gr_set_curfont( GAME_FONT );
2277 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2278 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2280 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2282 if (!Current_display_mode) {
2283 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2284 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2285 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2287 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2288 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2289 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2293 dd_gr_set_current_canvas(get_current_game_screen()),
2294 gr_set_current_canvas( get_current_game_screen() )
2296 WIN(DDGRLOCK(dd_grd_curcanv));
2297 gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
2298 WIN(DDGRUNLOCK(dd_grd_curcanv));
2305 dd_gr_set_current_canvas( get_current_game_screen() ),
2306 gr_set_current_canvas( get_current_game_screen() )
2309 WIN(DDGRLOCK(dd_grd_curcanv));
2310 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2311 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2312 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2314 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2315 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2318 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2319 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2320 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2322 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2323 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2326 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2327 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2328 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2330 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2331 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2333 WIN(DDGRUNLOCK(dd_grd_curcanv));
2337 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)
2343 gr_setcolor(BM_XRGB(0,0,0));
2345 // PA_DFX (pa_set_frontbuffer_current());
2346 // PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
2347 PA_DFX (pa_set_backbuffer_current());
2348 gr_rect(box->left,box->top,box->right,box->bot);
2350 if (Current_display_mode) {
2351 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2352 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2354 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2355 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2360 // PA_DFX (pa_set_frontbuffer_current());
2361 // PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
2362 PA_DFX (pa_set_backbuffer_current());
2363 gr_ubitmapm(pic_x,pic_y,bm);
2365 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2367 if ((p=strchr(name,'\n'))!=NULL) {
2369 #ifdef PA_3DFX_VOODOO
2370 // pa_set_frontbuffer_current();
2371 // gr_printf(text_x,text_y,name);
2372 // gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2374 PA_DFX (pa_set_backbuffer_current());
2375 gr_printf(text_x,text_y,name);
2376 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2380 // PA_DFX(pa_set_frontbuffer_current());
2381 // PA_DFX (gr_printf(text_x,text_y,name));
2382 PA_DFX(pa_set_backbuffer_current());
2383 gr_printf(text_x,text_y,name);
2386 // For laser, show level and quadness
2387 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2390 sprintf(temp_str, "%s: 0", TXT_LVL);
2392 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2394 // PA_DFX(pa_set_frontbuffer_current());
2395 // PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2396 PA_DFX(pa_set_backbuffer_current());
2397 NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2398 PA_DFX (gr_printf(text_x,text_y+12, temp_str));
2400 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2401 strcpy(temp_str, TXT_QUAD);
2402 // PA_DFX(pa_set_frontbuffer_current());
2403 // PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
2404 PA_DFX(pa_set_backbuffer_current());
2405 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2413 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2417 if (weapon_type == 0) {
2418 info_index = Primary_weapon_to_weapon_info[weapon_num];
2420 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2421 info_index = SUPER_LASER_ID;
2423 if (Cockpit_mode == CM_STATUS_BAR)
2424 draw_weapon_info_sub(info_index,
2425 &gauge_boxes[SB_PRIMARY_BOX],
2426 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2427 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2428 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2430 draw_weapon_info_sub(info_index,
2431 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2432 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2433 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2434 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2438 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2440 if (Cockpit_mode == CM_STATUS_BAR)
2441 draw_weapon_info_sub(info_index,
2442 &gauge_boxes[SB_SECONDARY_BOX],
2443 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2444 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2445 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2447 draw_weapon_info_sub(info_index,
2448 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2449 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2450 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2451 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2455 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2461 w = (grd_curcanv->cv_font->ft_w*7)/2;
2463 w = (grd_curcanv->cv_font->ft_w*5)/2;
2465 WIN(DDGRLOCK(dd_grd_curcanv));
2468 PA_DFX (pa_set_frontbuffer_current());
2470 gr_setcolor(BM_XRGB(0,0,0));
2471 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2472 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2473 sprintf(str,"%03d",ammo_count);
2477 PA_DFX (pa_set_backbuffer_current());
2478 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2482 WIN(DDGRUNLOCK(dd_grd_curcanv));
2485 void draw_secondary_ammo_info(int ammo_count)
2487 if (Cockpit_mode == CM_STATUS_BAR)
2488 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2490 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2493 //returns true if drew picture
2494 int draw_weapon_box(int weapon_type,int weapon_num)
2497 int laser_level_changed;
2500 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2501 gr_set_current_canvas(&VR_render_buffer[0])
2504 PA_DFX (pa_set_backbuffer_current());
2506 WIN(DDGRLOCK(dd_grd_curcanv));
2507 gr_set_curfont( GAME_FONT );
2509 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2511 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET) {
2512 weapon_box_states[weapon_type] = WS_FADING_OUT;
2513 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2516 if (old_weapon[weapon_type][VR_current_page] == -1) {
2517 //@@if (laser_level_changed)
2518 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2521 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2522 old_weapon[weapon_type][VR_current_page] = weapon_num;
2523 old_ammo_count[weapon_type][VR_current_page]=-1;
2524 Old_Omega_charge[VR_current_page]=-1;
2525 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2527 weapon_box_states[weapon_type] = WS_SET;
2531 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2532 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2533 old_ammo_count[weapon_type][VR_current_page]=-1;
2534 Old_Omega_charge[VR_current_page]=-1;
2536 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2537 if (weapon_box_fade_values[weapon_type] <= 0) {
2538 weapon_box_states[weapon_type] = WS_FADING_IN;
2539 old_weapon[weapon_type][VR_current_page] = weapon_num;
2540 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2541 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2542 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2543 weapon_box_fade_values[weapon_type] = 0;
2546 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2547 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2548 weapon_box_states[weapon_type] = WS_FADING_OUT;
2551 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2552 old_ammo_count[weapon_type][VR_current_page]=-1;
2553 Old_Omega_charge[VR_current_page]=-1;
2555 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2556 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2557 weapon_box_states[weapon_type] = WS_SET;
2558 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2563 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2564 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2565 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2567 Gr_scanline_darkening_level = fade_value;
2568 // PA_DFX (pa_set_frontbuffer_current());
2569 // PA_DFX (gr_rect(gauge_boxes[boxofs+weapon_type].left,gauge_boxes[boxofs+weapon_type].top,gauge_boxes[boxofs+weapon_type].right,gauge_boxes[boxofs+weapon_type].bot));
2570 PA_DFX (pa_set_backbuffer_current());
2571 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);
2573 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2575 WIN(DDGRUNLOCK(dd_grd_curcanv));
2578 dd_gr_set_current_canvas(get_current_game_screen()),
2579 gr_set_current_canvas(get_current_game_screen())
2586 void draw_static(int win)
2588 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2591 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2594 static_time[win] += FrameTime;
2595 if (static_time[win] >= vc->play_time) {
2596 weapon_box_user[win] = WBU_WEAPON;
2600 framenum = static_time[win] * vc->num_frames / vc->play_time;
2602 PIGGY_PAGE_IN(vc->frames[framenum]);
2604 bmp = &GameBitmaps[vc->frames[framenum].index];
2607 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2608 gr_set_current_canvas(&VR_render_buffer[0])
2610 WIN(DDGRLOCK(dd_grd_curcanv));
2611 PA_DFX (pa_set_backbuffer_current());
2612 PA_DFX (pa_bypass_mode (0));
2613 PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
2614 gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
2616 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2617 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2620 PA_DFX (pa_bypass_mode(1));
2621 PA_DFX (pa_clip_window (0,0,640,480));
2623 WIN(DDGRUNLOCK(dd_grd_curcanv));
2626 dd_gr_set_current_canvas(get_current_game_screen()),
2627 gr_set_current_canvas(get_current_game_screen())
2633 copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
2634 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
2638 void draw_weapon_boxes()
2640 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2643 if (weapon_box_user[0] == WBU_WEAPON) {
2644 drew = draw_weapon_box(0,Primary_weapon);
2647 copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
2648 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
2651 if (weapon_box_states[0] == WS_SET) {
2652 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
2653 if (Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page]) {
2654 if (Newdemo_state == ND_STATE_RECORDING)
2655 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2656 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2657 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2661 if (Primary_weapon == OMEGA_INDEX) {
2662 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
2663 if (Newdemo_state == ND_STATE_RECORDING)
2664 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2665 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2666 Old_Omega_charge[VR_current_page] = Omega_charge;
2671 else if (weapon_box_user[0] == WBU_STATIC)
2674 if (weapon_box_user[1] == WBU_WEAPON) {
2675 drew = draw_weapon_box(1,Secondary_weapon);
2678 copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
2679 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
2682 if (weapon_box_states[1] == WS_SET)
2683 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
2684 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2685 if (Newdemo_state == ND_STATE_RECORDING)
2686 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2687 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2688 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2691 else if (weapon_box_user[1] == WBU_STATIC)
2696 void sb_draw_energy_bar(energy)
2698 int erase_height, w, h, aw;
2699 char energy_str[20];
2701 gr_set_current_canvas( Canv_SBEnergyGauge );
2703 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2704 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_ENERGY) ] );
2706 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2708 if (erase_height > 0) {
2709 gr_setcolor( BM_XRGB(0,0,0) );
2710 gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
2714 dd_gr_set_current_canvas(get_current_game_screen()),
2715 gr_set_current_canvas(get_current_game_screen())
2718 WIN(DDGRLOCK(dd_grd_curcanv));
2719 PA_DFX (pa_set_frontbuffer_current());
2720 PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
2721 PA_DFX (pa_set_backbuffer_current());
2722 gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
2725 sprintf(energy_str, "%d", energy);
2726 gr_get_string_size(energy_str, &w, &h, &aw );
2727 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2728 PA_DFX (pa_set_frontbuffer_current());
2729 PA_DFX (gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy));
2730 PA_DFX (pa_set_backbuffer_current());
2731 gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2732 WIN(DDGRUNLOCK(dd_grd_curcanv));
2735 void sb_draw_afterburner()
2737 int erase_height, w, h, aw;
2738 char ab_str[3] = "AB";
2740 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2741 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2742 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER) ] );
2744 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2746 if (erase_height > 0) {
2747 gr_setcolor( BM_XRGB(0,0,0) );
2748 gr_rect(0,0,SB_AFTERBURNER_GAUGE_W-1,erase_height-1);
2752 dd_gr_set_current_canvas(get_current_game_screen()),
2753 gr_set_current_canvas(get_current_game_screen())
2755 WIN(DDGRLOCK(dd_grd_curcanv));
2756 PA_DFX (pa_set_frontbuffer_current());
2757 gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
2758 PA_DFX (pa_set_backbuffer_current());
2759 PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
2762 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2763 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2765 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2767 gr_get_string_size(ab_str, &w, &h, &aw );
2768 PA_DFX (pa_set_frontbuffer_current());
2769 PA_DFX (gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB"));
2770 PA_DFX (pa_set_backbuffer_current());
2771 gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB");
2773 WIN(DDGRUNLOCK(dd_grd_curcanv));
2776 void sb_draw_shield_num(int shield)
2780 gr_set_curfont( GAME_FONT );
2781 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2784 PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)] );
2786 WIN(DDGRLOCK(dd_grd_curcanv));
2787 PA_DFX (pa_set_back_to_read());
2788 gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap,SB_SHIELD_NUM_X-1,SB_SHIELD_NUM_Y-1));
2789 PA_DFX (pa_set_front_to_read());
2791 PA_DFX (pa_set_frontbuffer_current());
2793 gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h);
2794 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);
2796 PA_DFX (pa_set_backbuffer_current());
2797 PA_DFX (gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h));
2798 PA_DFX (gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield));
2800 WIN(DDGRUNLOCK(dd_grd_curcanv));
2803 void sb_draw_shield_bar(int shield)
2805 int bm_num = shield>=100?9:(shield / 10);
2808 dd_gr_set_current_canvas(get_current_game_screen()),
2809 gr_set_current_canvas(get_current_game_screen())
2811 WIN(DDGRLOCK(dd_grd_curcanv));
2812 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2813 PA_DFX (pa_set_frontbuffer_current());
2814 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2815 PA_DFX (pa_set_backbuffer_current());
2816 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2818 WIN(DDGRUNLOCK(dd_grd_curcanv));
2824 int flags = Players[Player_num].flags;
2827 dd_gr_set_current_canvas(get_current_game_screen()),
2828 gr_set_current_canvas(get_current_game_screen())
2830 WIN(DDGRLOCK(dd_grd_curcanv));
2831 PA_DFX (pa_set_frontbuffer_current());
2832 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2833 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2834 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2835 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2836 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2837 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2838 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2839 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2840 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2841 #ifdef PA_3DFX_VOODOO
2842 PA_DFX (pa_set_backbuffer_current());
2843 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2844 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2845 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2846 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2847 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2848 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2849 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2850 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2851 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2854 WIN(DDGRUNLOCK(dd_grd_curcanv));
2857 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2858 void draw_invulnerable_ship()
2863 dd_gr_set_current_canvas(get_current_game_screen()),
2864 gr_set_current_canvas(get_current_game_screen())
2866 WIN(DDGRLOCK(dd_grd_curcanv));
2868 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2870 if (Cockpit_mode == CM_STATUS_BAR) {
2871 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2872 PA_DFX (pa_set_frontbuffer_current());
2873 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2874 PA_DFX (pa_set_backbuffer_current());
2875 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
2877 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2878 PA_DFX (pa_set_frontbuffer_current());
2879 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
2880 PA_DFX (pa_set_backbuffer_current());
2881 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2886 while (time > INV_FRAME_TIME) {
2887 time -= INV_FRAME_TIME;
2888 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2889 invulnerable_frame=0;
2891 } else if (Cockpit_mode == CM_STATUS_BAR)
2892 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2894 draw_shield_bar(f2ir(Players[Player_num].shields));
2895 WIN(DDGRUNLOCK(dd_grd_curcanv));
2898 extern int Missile_gun;
2899 extern int allowed_to_fire_laser(void);
2900 extern int allowed_to_fire_missile(void);
2902 rgb player_rgb[] = {
2913 extern ubyte Newdemo_flying_guided;
2914 extern int max_window_w;
2916 typedef struct {byte x,y;} xy;
2918 //offsets for reticle parts: high-big high-sml low-big low-sml
2919 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2920 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2921 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2924 void show_reticle(int force_big_one)
2927 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2928 int cross_bm_num,primary_bm_num,secondary_bm_num;
2929 int use_hires_reticle,small_reticle,ofs,gauge_index;
2931 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2933 WIN(DDGRLOCK(dd_grd_curcanv));
2934 draw_guided_crosshair();
2935 WIN(DDGRUNLOCK(dd_grd_curcanv));
2939 x = grd_curcanv->cv_w/2;
2940 y = grd_curcanv->cv_h/2;
2942 laser_ready = allowed_to_fire_laser();
2943 missile_ready = allowed_to_fire_missile();
2945 laser_ammo = player_has_weapon(Primary_weapon,0);
2946 missile_ammo = player_has_weapon(Secondary_weapon,1);
2948 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2949 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2951 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2954 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2955 secondary_bm_num += 3; //now value is 0,1 or 3,4
2956 else if (secondary_bm_num && !(Missile_gun&1))
2959 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2961 Assert(primary_bm_num <= 2);
2962 Assert(secondary_bm_num <= 4);
2963 Assert(cross_bm_num <= 1);
2965 if (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320)){ ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
2971 use_hires_reticle = (FontHires != 0);
2973 use_hires_reticle = !Scanline_double;
2976 WIN(DDGRLOCK(dd_grd_curcanv));
2979 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2981 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
2983 ofs = (use_hires_reticle?0:2) + small_reticle;
2985 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2986 PAGE_IN_GAUGE( gauge_index );
2987 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2989 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2990 PAGE_IN_GAUGE( gauge_index );
2991 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2993 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
2994 PAGE_IN_GAUGE( gauge_index );
2995 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2997 WIN(DDGRUNLOCK(dd_grd_curcanv));
3004 void hud_show_kill_list()
3006 int n_players,player_list[MAX_NUM_NET_PLAYERS];
3007 int n_left,i,x0,x1,y,save_y,fth;
3009 // ugly hack since placement of netgame players and kills is based off of
3010 // menuhires (which is always 1 for mac). This throws off placement of
3011 // players in pixel double mode.
3014 MenuHires = !(Scanline_double);
3017 if (Show_kill_list_timer > 0)
3019 Show_kill_list_timer -= FrameTime;
3020 if (Show_kill_list_timer < 0)
3024 gr_set_curfont( GAME_FONT );
3026 n_players = multi_get_kill_list(player_list);
3028 if (Show_kill_list == 3)
3034 n_left = (n_players+1)/2;
3036 //If font size changes, this code might not work right anymore
3037 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
3039 fth = GAME_FONT->ft_h;
3041 x0 = LHX(1); x1 = LHX(43);
3043 if (Game_mode & GM_MULTI_COOP)
3046 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
3048 if (Cockpit_mode == CM_FULL_COCKPIT) {
3049 save_y = y -= LHX(6);
3050 if (Game_mode & GM_MULTI_COOP)
3056 for (i=0;i<n_players;i++) {
3062 if (Cockpit_mode == CM_FULL_COCKPIT)
3063 x0 = grd_curcanv->cv_w - LHX(53);
3065 x0 = grd_curcanv->cv_w - LHX(60);
3066 if (Game_mode & GM_MULTI_COOP)
3067 x1 = grd_curcanv->cv_w - LHX(27);
3069 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
3073 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3079 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3087 if (Show_kill_list == 3)
3090 player_num = player_list[i];
3092 if (Show_kill_list == 1 || Show_kill_list==2)
3096 if (Players[player_num].connected != 1)
3097 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
3098 else if (Game_mode & GM_TEAM) {
3099 color = get_team(player_num);
3100 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3104 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3110 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
3113 if (Show_kill_list == 3)
3114 strcpy(name, Netgame.team_name[i]);
3116 strcpy(name,Players[player_num].callsign); // Note link to above if!!
3117 gr_get_string_size(name,&sw,&sh,&aw);
3118 while (sw > (x1-x0-LHX(2))) {
3119 name[strlen(name)-1]=0;
3120 gr_get_string_size(name,&sw,&sh,&aw);
3122 gr_printf(x0,y,"%s",name);
3124 if (Show_kill_list==2)
3126 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
3127 gr_printf (x1,y,"NA");
3129 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));
3131 else if (Show_kill_list == 3)
3132 gr_printf(x1,y,"%3d",team_kills[i]);
3133 else if (Game_mode & GM_MULTI_COOP)
3134 gr_printf(x1,y,"%-6d",Players[player_num].score);
3135 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
3136 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
3138 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
3151 extern int Saving_movie_frames;
3153 #define Saving_movie_frames 0
3156 //returns true if viewer can see object
3157 int see_object(int objnum)
3163 //see if we can see this player
3165 fq.p0 = &Viewer->pos;
3166 fq.p1 = &Objects[objnum].pos;
3168 fq.thisobjnum = Viewer - Objects;
3169 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
3170 fq.startseg = Viewer->segnum;
3171 fq.ignore_obj_list = NULL;
3173 hit_type = find_vector_intersection(&fq, &hit_data);
3175 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
3179 //show names of teammates & players carrying flags
3180 void show_HUD_names()
3182 int show_team_names,show_all_names,show_flags,player_team;
3185 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
3186 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
3187 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
3189 if (! (show_all_names || show_team_names || show_flags))
3192 player_team = get_team(Player_num);
3194 for (p=0;p<N_players;p++) { //check all players
3196 int show_name,has_flag;
3198 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
3199 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
3201 if (Newdemo_state == ND_STATE_PLAYBACK) {
3202 //if this is a demo, the objnum in the player struct is wrong,
3203 //so we search the object list for the objnum
3205 for (objnum=0;objnum<=Highest_object_index;objnum++)
3206 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
3208 if (objnum > Highest_object_index) //not in list, thus not visible
3209 show_name = has_flag = 0; //..so don't show name
3212 objnum = Players[p].objnum;
3214 if ((show_name || has_flag) && see_object(objnum)) {
3215 g3s_point player_point;
3217 g3_rotate_point(&player_point,&Objects[objnum].pos);
3219 if (player_point.p3_codes == 0) { //on screen
3221 g3_project_point(&player_point);
3223 if (! (player_point.p3_flags & PF_OVERFLOW)) {
3226 x = player_point.p3_sx;
3227 y = player_point.p3_sy;
3229 if (show_name) { // Draw callsign on HUD
3230 char s[CALLSIGN_LEN+1];
3235 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
3237 sprintf(s, "%s", Players[p].callsign);
3238 gr_get_string_size(s, &w, &h, &aw);
3239 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
3242 gr_string (x1, y1, s);
3245 if (has_flag) { // Draw box on HUD
3248 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
3249 dx = fixmul(dy,grd_curscreen->sc_aspect);
3254 if (Game_mode & GM_CAPTURE)
3255 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3256 else if (Game_mode & GM_HOARD)
3258 if (Game_mode & GM_TEAM)
3259 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3261 gr_setcolor(BM_XRGB(0,31,0));
3264 gr_line(x+dx-w,y-dy,x+dx,y-dy);
3265 gr_line(x+dx,y-dy,x+dx,y-dy+h);
3267 gr_line(x-dx,y-dy,x-dx+w,y-dy);
3268 gr_line(x-dx,y-dy,x-dx,y-dy+h);
3270 gr_line(x+dx-w,y+dy,x+dx,y+dy);
3271 gr_line(x+dx,y+dy,x+dx,y+dy-h);
3273 gr_line(x-dx,y+dy,x-dx+w,y+dy);
3274 gr_line(x-dx,y+dy,x-dx,y+dy-h);
3284 //draw all the things on the HUD
3289 if (Cockpit_mode==CM_STATUS_BAR){
3290 //ogl needs to redraw every frame, at least currently.
3292 // last_drawn_cockpit[0]=-1;
3293 // last_drawn_cockpit[1]=-1;
3296 // vr_reset_display();
3302 if (Scanline_double) // I should be shot for this ugly hack....
3305 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
3307 if (Scanline_double)
3311 WIN(DDGRLOCK(dd_grd_curcanv));
3312 // Show score so long as not in rearview
3313 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
3316 hud_show_score_added();
3319 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
3320 hud_show_timer_count();
3322 // Show other stuff if not in rearview or letterbox.
3323 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
3324 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
3325 hud_show_homing_warning();
3327 if (Cockpit_mode==CM_FULL_SCREEN) {
3330 hud_show_afterburner();
3332 if (!Saving_movie_frames)
3334 hud_show_cloak_invuln();
3336 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
3337 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3338 old_flags[VR_current_page] = Players[Player_num].flags;
3344 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
3348 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
3354 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3357 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3361 if (!Saving_movie_frames)
3362 HUD_render_message_frame();
3364 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
3368 if (Game_mode&GM_MULTI && Show_kill_list)
3369 hud_show_kill_list();
3373 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
3374 HUD_render_message_frame();
3375 gr_set_curfont( GAME_FONT );
3376 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
3377 if (Newdemo_state == ND_STATE_PLAYBACK)
3378 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
3380 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
3382 WIN(DDGRUNLOCK(dd_grd_curcanv));
3385 extern short *BackBuffer;
3387 //print out some player statistics
3388 void render_gauges()
3391 static int old_display_mode = 0;
3393 static int old_display_mode = 1;
3395 int energy = f2ir(Players[Player_num].energy);
3396 int shields = f2ir(Players[Player_num].shields);
3397 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
3401 PA_DFX (pa_set_backbuffer_current());
3403 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
3405 // check to see if our display mode has changed since last render time --
3406 // if so, then we need to make new gauge canvases.
3409 if (old_display_mode != Current_display_mode) {
3410 close_gauge_canvases();
3411 init_gauge_canvases();
3412 old_display_mode = Current_display_mode;
3415 if (shields < 0 ) shields = 0;
3418 dd_gr_set_current_canvas(get_current_game_screen()),
3419 gr_set_current_canvas(get_current_game_screen())
3421 gr_set_curfont( GAME_FONT );
3423 if (Newdemo_state == ND_STATE_RECORDING)
3424 if (Players[Player_num].homing_object_dist >= 0)
3425 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
3427 if (Cockpit_mode == CM_FULL_COCKPIT) {
3428 if (energy != old_energy[VR_current_page]) {
3429 if (Newdemo_state==ND_STATE_RECORDING ) {
3430 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3432 draw_energy_bar(energy);
3433 draw_numerical_display(shields, energy);
3434 old_energy[VR_current_page] = energy;
3437 if (Afterburner_charge != old_afterburner[VR_current_page]) {
3438 if (Newdemo_state==ND_STATE_RECORDING ) {
3439 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3441 draw_afterburner_bar(Afterburner_charge);
3442 old_afterburner[VR_current_page] = Afterburner_charge;
3445 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3446 draw_numerical_display(shields, energy);
3447 draw_invulnerable_ship();
3448 old_shields[VR_current_page] = shields ^ 1;
3449 } else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
3450 if (Newdemo_state==ND_STATE_RECORDING ) {
3451 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3453 draw_shield_bar(shields);
3454 draw_numerical_display(shields, energy);
3455 old_shields[VR_current_page] = shields;
3458 if (Players[Player_num].flags != old_flags[VR_current_page]) {
3459 if (Newdemo_state==ND_STATE_RECORDING )
3460 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3462 old_flags[VR_current_page] = Players[Player_num].flags;
3465 show_homing_warning();
3467 show_bomb_count(BOMB_COUNT_X,BOMB_COUNT_Y,gr_find_closest_color(0,0,0),0);
3469 } else if (Cockpit_mode == CM_STATUS_BAR) {
3471 if (energy != old_energy[VR_current_page] || frc) {
3472 if (Newdemo_state==ND_STATE_RECORDING ) {
3473 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3475 sb_draw_energy_bar(energy);
3476 old_energy[VR_current_page] = energy;
3479 if (Afterburner_charge != old_afterburner[VR_current_page] || frc) {
3480 if (Newdemo_state==ND_STATE_RECORDING ) {
3481 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3483 sb_draw_afterburner();
3484 old_afterburner[VR_current_page] = Afterburner_charge;
3487 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3488 draw_invulnerable_ship();
3489 old_shields[VR_current_page] = shields ^ 1;
3490 sb_draw_shield_num(shields);
3493 if (shields != old_shields[VR_current_page] || frc) { // Draw the shield gauge
3494 if (Newdemo_state==ND_STATE_RECORDING ) {
3495 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3497 sb_draw_shield_bar(shields);
3498 old_shields[VR_current_page] = shields;
3499 sb_draw_shield_num(shields);
3502 if (Players[Player_num].flags != old_flags[VR_current_page] || frc) {
3503 if (Newdemo_state==ND_STATE_RECORDING )
3504 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3506 old_flags[VR_current_page] = Players[Player_num].flags;
3510 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3512 if (Players[Player_num].net_killed_total != old_lives[VR_current_page] || frc) {
3514 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3519 if (Players[Player_num].lives != old_lives[VR_current_page] || frc) {
3521 old_lives[VR_current_page] = Players[Player_num].lives;
3525 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
3526 if (Players[Player_num].net_kills_total != old_score[VR_current_page] || frc) {
3528 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3532 if (Players[Player_num].score != old_score[VR_current_page] || frc) {
3534 old_score[VR_current_page] = Players[Player_num].score;
3538 sb_show_score_added();
3541 show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
3544 if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
3545 if (Cockpit_mode == CM_FULL_COCKPIT)
3546 draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
3548 draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
3550 old_cloak[VR_current_page]=cloak;
3554 draw_weapon_boxes();
3558 // ---------------------------------------------------------------------------------------------------------
3559 // Call when picked up a laser powerup.
3560 // If laser is active, set old_weapon[0] to -1 to force redraw.
3561 void update_laser_weapon_info(void)
3563 if (old_weapon[0][VR_current_page] == 0)
3564 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3565 old_weapon[0][VR_current_page] = -1;
3568 extern int Game_window_y;
3569 void fill_background(void);
3571 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3573 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3574 //1 for right. viewer is object. NULL object means give up window
3575 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3576 //rear view. If label is non-NULL, print the label at the top of the
3578 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3581 dd_grs_canvas window_canv,
3582 grs_canvas window_canv
3585 static dd_grs_canvas overlap_canv,
3586 static grs_canvas overlap_canv
3590 int saved_window_x, saved_window_y;
3593 object *viewer_save = Viewer;
3594 static int overlap_dirty[2]={0,0};
3596 static int window_x,window_y;
3598 int rear_view_save = Rear_view;
3601 if (viewer == NULL) { //this user is done
3603 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3605 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3606 static_time[win] = 0;
3608 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3609 return; //already set
3611 weapon_box_user[win] = user;
3613 if (overlap_dirty[win]) {
3615 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
3616 gr_set_current_canvas(&VR_screen_pages[VR_current_page])
3619 overlap_dirty[win] = 0;
3625 update_rendered_data(win+1, viewer, rear_view_flag, user);
3627 weapon_box_user[win] = user; //say who's using window
3630 Rear_view = rear_view_flag;
3632 if (Cockpit_mode == CM_FULL_SCREEN)
3635 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
3637 if (Scanline_double)
3641 h = i2f(w) / grd_curscreen->sc_aspect;
3643 dx = (win==0)?-(w+(w/10)):(w/10);
3645 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3646 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3649 saved_window_x = window_x;
3650 saved_window_y = window_y;
3651 window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
3652 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
3656 if (Scanline_double) {
3657 window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
3658 window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
3662 //copy these vars so stereo code can get at them
3663 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3666 dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
3667 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
3671 if (Cockpit_mode == CM_FULL_COCKPIT)
3672 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3673 else if (Cockpit_mode == CM_STATUS_BAR)
3674 boxnum = (SB_PRIMARY_BOX)+win;
3678 box = &gauge_boxes[boxnum];
3682 dd_gr_init_sub_canvas(&window_canv,&dd_VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1),
3683 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1)
3686 if (Scanline_double)
3687 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,(box->right-box->left+1)/2,(box->bot-box->top+1)/2);
3689 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3694 dd_gr_set_current_canvas(&window_canv),
3695 gr_set_current_canvas(&window_canv)
3698 #if defined(MACINTOSH) && defined(POLY_ACC)
3701 switch (Cockpit_mode)
3703 // copy these vars so stereo code can get at them
3704 // SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3705 case CM_FULL_SCREEN:
3706 ; // do not switch contexts
3707 pa_set_3d_window_offsets(window_x, window_y);
3709 case CM_FULL_COCKPIT:
3713 pa_set_context(kSubViewZeroDrawContextID, NULL);
3717 pa_set_context(kSubViewOneDrawContextID, NULL);
3721 Int3(); // invalid cockpit mode
3726 WIN(DDGRLOCK(dd_grd_curcanv));
3732 if (Cockpit_mode != CM_FULL_SCREEN)
3740 render_frame(0, win+1);
3746 if (Cockpit_mode != CM_FULL_SCREEN)
3754 WIN(DDGRUNLOCK(dd_grd_curcanv));
3756 // HACK! If guided missile, wake up robots as necessary.
3757 if (viewer->type == OBJ_WEAPON) {
3758 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3759 wake_up_rendered_objects(viewer, win+1);
3763 WIN(DDGRLOCK(dd_grd_curcanv));
3764 MAC(if (Scanline_double) FontHires = 0;) // get the right font size
3765 gr_set_curfont( GAME_FONT );
3766 if (Color_0_31_0 == -1)
3767 Color_0_31_0 = gr_getcolor(0,31,0);
3768 gr_set_fontcolor(Color_0_31_0, -1);
3769 gr_printf(0x8000,2,label);
3770 MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
3771 WIN(DDGRUNLOCK(dd_grd_curcanv));
3774 if (user == WBU_GUIDED) {
3775 WIN(DDGRLOCK(dd_grd_curcanv));
3776 draw_guided_crosshair();
3777 WIN(DDGRUNLOCK(dd_grd_curcanv));
3780 if (Cockpit_mode == CM_FULL_SCREEN) {
3781 int small_window_bottom,big_window_bottom,extra_part_h;
3783 WIN(DDGRLOCK(dd_grd_curcanv));
3785 gr_setcolor(BM_XRGB(0,0,32));
3786 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3788 WIN(DDGRUNLOCK(dd_grd_curcanv));
3790 //if the window only partially overlaps the big 3d window, copy
3791 //the extra part to the visible screen
3793 #ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
3797 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
3798 h = i2f(w) / grd_curscreen->sc_aspect;
3799 dx = (win==0)?-(w+(w/10)):(w/10);
3800 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3801 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3802 if (Scanline_double)
3803 window_x += ((win==0)?2:-1); // a real hack here....
3806 big_window_bottom = Game_window_y + Game_window_h - 1;
3809 window_x = saved_window_x;
3810 window_y = saved_window_y;
3811 // dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
3812 // VR_render_buffer[0].cv_bitmap.bm_w/6,
3813 // i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
3817 if (window_y > big_window_bottom) {
3819 //the small window is completely outside the big 3d window, so
3820 //copy it to the visible screen
3822 if (VR_screen_flags & VRF_USE_PAGING)
3824 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3825 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3829 dd_gr_set_current_canvas(get_current_game_screen()),
3830 gr_set_current_canvas(get_current_game_screen())
3834 if (Scanline_double)
3835 gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, window_canv.cv_bitmap.bm_h*2, window_x, window_y, 0, 0, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
3837 #endif // note link to above if
3839 dd_gr_blt_notrans(&window_canv, 0,0,0,0,
3840 dd_grd_curcanv, window_x, window_y, 0,0),
3841 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
3844 overlap_dirty[win] = 1;
3849 small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
3850 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
3853 if (Scanline_double)
3854 small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
3857 extra_part_h = small_window_bottom - big_window_bottom;
3859 if (extra_part_h > 0) {
3862 if (Scanline_double)
3867 dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
3868 window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
3869 window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
3870 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)
3873 if (VR_screen_flags & VRF_USE_PAGING)
3875 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3876 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3880 dd_gr_set_current_canvas(get_current_game_screen()),
3881 gr_set_current_canvas(get_current_game_screen())
3885 if (Scanline_double)
3886 gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, extra_part_h*2, window_x, big_window_bottom+1, 0, window_canv.cv_bitmap.bm_h-extra_part_h, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
3888 #endif // note link to above if
3890 dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
3891 dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
3892 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
3895 overlap_dirty[win] = 1;
3900 PA_DFX (goto skip_this_junk);
3903 dd_gr_set_current_canvas(get_current_game_screen()),
3904 gr_set_current_canvas(get_current_game_screen())
3908 copy_gauge_box(box,&dd_VR_render_buffer[0]),
3909 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
3912 if (Scanline_double)
3913 copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
3915 // Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
3918 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3923 PA_DFX(skip_this_junk:)
3925 #if defined(MACINTOSH) && defined(POLY_ACC)
3928 pa_set_context(kGamePlayDrawContextID, NULL);
3932 //force redraw when done
3933 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3937 Viewer = viewer_save;
3939 Rear_view = rear_view_save;
3943 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3946 gauge_box* currentGaugeBox = NULL;
3953 Assert(outBoundsRect);
3954 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3955 Assert(!Scanline_double);
3957 switch (Cockpit_mode)
3959 case CM_FULL_SCREEN:
3960 // note: this calculation is taken from do_cockpit_window_view for the full
3963 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3964 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3966 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3968 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3969 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3971 outBoundsRect->top = window_x;
3972 outBoundsRect->left = window_y;
3973 outBoundsRect->bottom = window_x + w;
3974 outBoundsRect->right = window_y + h;
3977 case CM_FULL_COCKPIT:
3979 if (inSubWindowNum == 0)
3981 boxNumber = SB_PRIMARY_BOX;
3985 boxNumber = SB_SECONDARY_BOX;
3988 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
3989 currentGaugeBox = &gauge_boxes[boxNumber];
3990 Assert(currentGaugeBox);
3992 outBoundsRect->top = currentGaugeBox->top;
3993 outBoundsRect->left = currentGaugeBox->left;
3994 outBoundsRect->bottom = currentGaugeBox->bot + 1;
3995 outBoundsRect->right = currentGaugeBox->right + 1;