1 /* $Id: gauges.c,v 1.21 2005-08-13 07:04:23 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Inferno gauge drivers
39 #include "menu.h" // For the font.
67 void draw_ammo_info(int x,int y,int ammo_count,int primary);
68 extern void draw_guided_crosshair(void);
70 bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
71 bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
73 grs_canvas *Canv_LeftEnergyGauge;
74 grs_canvas *Canv_AfterburnerGauge;
75 grs_canvas *Canv_SBEnergyGauge;
76 grs_canvas *Canv_SBAfterburnerGauge;
77 grs_canvas *Canv_RightEnergyGauge;
78 grs_canvas *Canv_NumericalGauge;
80 //Flags for gauges/hud stuff
83 //bitmap numbers for gauges
85 #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
87 #define GAUGE_INVULNERABLE 10 //10..19
88 #define N_INVULNERABLE_FRAMES 10
90 #define GAUGE_AFTERBURNER 20
91 #define GAUGE_ENERGY_LEFT 21
92 #define GAUGE_ENERGY_RIGHT 22
93 #define GAUGE_NUMERICAL 23
95 #define GAUGE_BLUE_KEY 24
96 #define GAUGE_GOLD_KEY 25
97 #define GAUGE_RED_KEY 26
98 #define GAUGE_BLUE_KEY_OFF 27
99 #define GAUGE_GOLD_KEY_OFF 28
100 #define GAUGE_RED_KEY_OFF 29
102 #define SB_GAUGE_BLUE_KEY 30
103 #define SB_GAUGE_GOLD_KEY 31
104 #define SB_GAUGE_RED_KEY 32
105 #define SB_GAUGE_BLUE_KEY_OFF 33
106 #define SB_GAUGE_GOLD_KEY_OFF 34
107 #define SB_GAUGE_RED_KEY_OFF 35
109 #define SB_GAUGE_ENERGY 36
111 #define GAUGE_LIVES 37
113 #define GAUGE_SHIPS 38
114 #define GAUGE_SHIPS_LAST 45
116 #define RETICLE_CROSS 46
117 #define RETICLE_PRIMARY 48
118 #define RETICLE_SECONDARY 51
119 #define RETICLE_LAST 55
121 #define GAUGE_HOMING_WARNING_ON 56
122 #define GAUGE_HOMING_WARNING_OFF 57
124 #define SML_RETICLE_CROSS 58
125 #define SML_RETICLE_PRIMARY 60
126 #define SML_RETICLE_SECONDARY 63
127 #define SML_RETICLE_LAST 67
129 #define KEY_ICON_BLUE 68
130 #define KEY_ICON_YELLOW 69
131 #define KEY_ICON_RED 70
133 #define SB_GAUGE_AFTERBURNER 71
135 #define FLAG_ICON_RED 72
136 #define FLAG_ICON_BLUE 73
139 /* Use static inline function under GCC to avoid CR/LF issues */
141 #define PAGE_IN_GAUGE(x) _page_in_gauge(x)
142 static inline void _page_in_gauge(int x)
145 PIGGY_PAGE_IN(Gauges_hires[x]);
147 PIGGY_PAGE_IN(Gauges[x]);
152 #define PAGE_IN_GAUGE(x) \
155 PIGGY_PAGE_IN(Gauges_hires[x]); \
157 PIGGY_PAGE_IN(Gauges[x]); \
163 #define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
165 //change MAX_GAUGE_BMS when adding gauges
167 //Coordinats for gauges
169 extern int Current_display_mode;
173 #define GAUGE_BLUE_KEY_X_L 272
174 #define GAUGE_BLUE_KEY_Y_L 152
175 #define GAUGE_BLUE_KEY_X_H 535
176 #define GAUGE_BLUE_KEY_Y_H 374
177 #define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
178 #define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
180 #define GAUGE_GOLD_KEY_X_L 273
181 #define GAUGE_GOLD_KEY_Y_L 162
182 #define GAUGE_GOLD_KEY_X_H 537
183 #define GAUGE_GOLD_KEY_Y_H 395
184 #define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
185 #define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
187 #define GAUGE_RED_KEY_X_L 274
188 #define GAUGE_RED_KEY_Y_L 172
189 #define GAUGE_RED_KEY_X_H 539
190 #define GAUGE_RED_KEY_Y_H 416
191 #define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
192 #define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
196 #define SB_GAUGE_KEYS_X_L 11
197 #define SB_GAUGE_KEYS_X_H 26
198 #define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
200 #define SB_GAUGE_BLUE_KEY_Y_L 153
201 #define SB_GAUGE_GOLD_KEY_Y_L 169
202 #define SB_GAUGE_RED_KEY_Y_L 185
204 #define SB_GAUGE_BLUE_KEY_Y_H 390
205 #define SB_GAUGE_GOLD_KEY_Y_H 422
206 #define SB_GAUGE_RED_KEY_Y_H 454
208 #define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
209 #define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
210 #define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
212 // cockpit enery gauges
214 #define LEFT_ENERGY_GAUGE_X_L 70
215 #define LEFT_ENERGY_GAUGE_Y_L 131
216 #define LEFT_ENERGY_GAUGE_W_L 64
217 #define LEFT_ENERGY_GAUGE_H_L 8
219 #define LEFT_ENERGY_GAUGE_X_H 137
220 #define LEFT_ENERGY_GAUGE_Y_H 314
221 #define LEFT_ENERGY_GAUGE_W_H 133
222 #define LEFT_ENERGY_GAUGE_H_H 21
224 #define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
225 #define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
226 #define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
227 #define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
229 #define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
230 #define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
231 #define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
232 #define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
234 // cockpit afterburner gauge
236 #define AFTERBURNER_GAUGE_X_L 45-1
237 #define AFTERBURNER_GAUGE_Y_L 158
238 #define AFTERBURNER_GAUGE_W_L 12
239 #define AFTERBURNER_GAUGE_H_L 32
241 #define AFTERBURNER_GAUGE_X_H 88
242 #define AFTERBURNER_GAUGE_Y_H 377
243 #define AFTERBURNER_GAUGE_W_H 21
244 #define AFTERBURNER_GAUGE_H_H 65
246 #define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
247 #define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
248 #define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
249 #define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
253 #define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
254 #define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
255 #define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
256 #define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
258 // sb afterburner gauge
260 #define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
261 #define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
262 #define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
263 #define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
265 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
266 #define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
268 #define SHIELD_GAUGE_X (Current_display_mode?292:146)
269 #define SHIELD_GAUGE_Y (Current_display_mode?374:155)
270 #define SHIELD_GAUGE_W (Current_display_mode?70:35)
271 #define SHIELD_GAUGE_H (Current_display_mode?77:32)
273 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
274 #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
276 #define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
277 #define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
279 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
280 #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
282 #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
283 #define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
285 #define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
286 #define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
287 #define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
288 #define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
290 #define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
291 #define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
292 #define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
293 #define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
294 #define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
295 #define PRIMARY_AMMO_Y (Current_display_mode?420:171)
297 #define SECONDARY_W_PIC_X (Current_display_mode?466:234)
298 #define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
299 #define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
300 #define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
301 #define SECONDARY_AMMO_X (Current_display_mode?428:213)
302 #define SECONDARY_AMMO_Y (Current_display_mode?407:171)
304 #define SB_LIVES_X (Current_display_mode?(550-10-3):266)
305 #define SB_LIVES_Y (Current_display_mode?450-3:185)
306 #define SB_LIVES_LABEL_X (Current_display_mode?475:237)
307 #define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
309 #define SB_SCORE_RIGHT_L 301
310 #define SB_SCORE_RIGHT_H (605+8)
311 #define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
313 #define SB_SCORE_Y (Current_display_mode?398:158)
314 #define SB_SCORE_LABEL_X (Current_display_mode?475:237)
316 #define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
317 #define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
319 #define HOMING_WARNING_X (Current_display_mode?14:7)
320 #define HOMING_WARNING_Y (Current_display_mode?415:171)
322 #define BOMB_COUNT_X (Current_display_mode?546:275)
323 #define BOMB_COUNT_Y (Current_display_mode?445:186)
325 #define SB_BOMB_COUNT_X (Current_display_mode?342:171)
326 #define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
328 #define LHX(x) ((x)*(MenuHires?2:1))
329 #define LHY(y) ((y)*(MenuHires?2.4:1))
331 static int score_display[2];
332 static fix score_time;
334 static int old_score[2] = { -1, -1 };
335 static int old_energy[2] = { -1, -1 };
336 static int old_shields[2] = { -1, -1 };
337 static int old_flags[2] = { -1, -1 };
338 static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
339 static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
340 static int Old_Omega_charge[2] = { -1, -1 };
341 static int old_laser_level[2] = { -1, -1 };
342 static int old_cloak[2] = { 0, 0 };
343 static int old_lives[2] = { -1, -1 };
344 static fix old_afterburner[2] = { -1, -1 };
345 static int old_bombcount[2] = { 0, 0 };
347 static int invulnerable_frame = 0;
349 static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
351 #define WS_SET 0 //in correct state
352 #define WS_FADING_OUT 1
353 #define WS_FADING_IN 2
355 int weapon_box_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
356 int weapon_box_states[2] = {WS_SET, WS_SET};
357 fix weapon_box_fade_values[2];
359 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
361 typedef struct span {
365 //store delta x values from left of box
366 span weapon_window_left[] = { //first span 67,151
413 //store delta x values from left of box
414 span weapon_window_right[] = { //first span 207,154
460 //store delta x values from left of box
461 span weapon_window_left_hires[] = { //first span 67,154
572 //store delta x values from left of box
573 span weapon_window_right_hires[] = { //first span 207,154
684 #define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
685 #define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
687 #define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
688 #define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
690 // defining box boundries for weapon pictures
692 #define PRIMARY_W_BOX_LEFT_L 63
693 #define PRIMARY_W_BOX_TOP_L 151 //154
694 #define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
695 #define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
697 #define PRIMARY_W_BOX_LEFT_H 121
698 #define PRIMARY_W_BOX_TOP_H 364
699 #define PRIMARY_W_BOX_RIGHT_H 242
700 #define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
702 #define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
703 #define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
704 #define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
705 #define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
707 #define SECONDARY_W_BOX_LEFT_L 202 //207
708 #define SECONDARY_W_BOX_TOP_L 151
709 #define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
710 #define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
712 #define SECONDARY_W_BOX_LEFT_H 404
713 #define SECONDARY_W_BOX_TOP_H 363
714 #define SECONDARY_W_BOX_RIGHT_H 529
715 #define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
717 #define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
718 #define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
719 #define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
720 #define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
722 #define SB_PRIMARY_W_BOX_LEFT_L 34 //50
723 #define SB_PRIMARY_W_BOX_TOP_L 153
724 #define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
725 #define SB_PRIMARY_W_BOX_BOT_L (195+1)
727 #define SB_PRIMARY_W_BOX_LEFT_H 68
728 #define SB_PRIMARY_W_BOX_TOP_H 381
729 #define SB_PRIMARY_W_BOX_RIGHT_H 179
730 #define SB_PRIMARY_W_BOX_BOT_H 473
732 #define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
733 #define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
734 #define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
735 #define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
737 #define SB_SECONDARY_W_BOX_LEFT_L 169
738 #define SB_SECONDARY_W_BOX_TOP_L 153
739 #define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
740 #define SB_SECONDARY_W_BOX_BOT_L (153+43)
742 #define SB_SECONDARY_W_BOX_LEFT_H 338
743 #define SB_SECONDARY_W_BOX_TOP_H 381
744 #define SB_SECONDARY_W_BOX_RIGHT_H 449
745 #define SB_SECONDARY_W_BOX_BOT_H 473
747 #define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
748 #define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
749 #define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
750 #define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
752 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
753 #define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
754 #define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
755 #define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
756 #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)
757 #define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
759 #define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
760 #define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
761 #define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
762 #define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
763 #define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
764 #define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
766 typedef struct gauge_box {
768 int right,bot; //maximal box
769 span *spanlist; //list of left,right spans for copy
772 gauge_box gauge_boxes[] = {
774 // primary left/right low res
775 {PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
776 {SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
778 //sb left/right low res
779 {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},
780 {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},
782 // primary left/right hires
783 {PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
784 {SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
786 // sb left/right hires
787 {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},
788 {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},
791 // these macros refer to arrays above
793 #define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
794 #define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
795 #define SB_PRIMARY_BOX (!Current_display_mode?2:6)
796 #define SB_SECONDARY_BOX (!Current_display_mode?3:7)
798 int Color_0_31_0 = -1;
800 //copy a box from the off-screen buffer to the visible page
801 void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
804 int n_spans = box->bot-box->top+1;
807 //gr_setcolor(BM_XRGB(31,0,0));
809 for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
810 gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
811 box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
813 //gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
818 gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
819 box->left,box->top,box->left,box->top,
820 bm,&grd_curcanv->cv_bitmap);
824 //fills in the coords of the hostage video window
825 void get_hostage_window_coords(int *x,int *y,int *w,int *h)
827 if (Cockpit_mode == CM_STATUS_BAR) {
828 *x = SB_SECONDARY_W_BOX_LEFT;
829 *y = SB_SECONDARY_W_BOX_TOP;
830 *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
831 *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
834 *x = SECONDARY_W_BOX_LEFT;
835 *y = SECONDARY_W_BOX_TOP;
836 *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
837 *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
842 //these should be in gr.h
843 #define cv_w cv_bitmap.bm_w
844 #define cv_h cv_bitmap.bm_h
846 extern int HUD_nmessages, hud_first; // From hud.c
847 extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
848 extern fix ThisLevelTime;
849 extern fix Omega_charge;
851 void hud_show_score()
856 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
859 gr_set_curfont( GAME_FONT );
861 if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
862 sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
864 sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
867 gr_get_string_size(score_str, &w, &h, &aw );
869 if (Color_0_31_0 == -1)
870 Color_0_31_0 = gr_getcolor(0,31,0);
871 gr_set_fontcolor(Color_0_31_0, -1);
873 gr_printf(grd_curcanv->cv_w-w-LHX(2), 3, score_str);
876 void hud_show_timer_count()
884 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
888 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
890 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
891 i=f2i(timevar-ThisLevelTime);
894 sprintf(score_str, "T - %5d", i);
896 gr_get_string_size(score_str, &w, &h, &aw );
898 if (Color_0_31_0 == -1)
899 Color_0_31_0 = gr_getcolor(0,31,0);
900 gr_set_fontcolor(Color_0_31_0, -1);
902 if (i>-1 && !Control_center_destroyed)
903 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
909 //y offset between lines on HUD
912 void hud_show_score_added()
918 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
921 if (score_display[0] == 0)
924 gr_set_curfont( GAME_FONT );
926 score_time -= FrameTime;
927 if (score_time > 0) {
928 color = f2i(score_time * 20) + 12;
930 if (color < 10) color = 12;
931 if (color > 31) color = 30;
933 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
936 sprintf(score_str, "%s", TXT_CHEATER);
938 sprintf(score_str, "%5d", score_display[0]);
940 gr_get_string_size(score_str, &w, &h, &aw );
941 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
942 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
945 score_display[0] = 0;
955 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
958 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
963 //if (old_score[VR_current_page] == redraw_score)
965 gr_set_curfont( GAME_FONT );
966 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
968 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
970 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
974 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
978 gr_set_curfont( GAME_FONT );
979 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
980 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
982 sprintf(score_str, "%5d", Players[Player_num].score);
983 gr_get_string_size(score_str, &w, &h, &aw );
985 x = SB_SCORE_RIGHT-w-LHX(2);
989 gr_setcolor(BM_XRGB(0,0,0));
990 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
992 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
993 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
995 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
997 gr_printf(x,y,score_str);
999 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1002 void sb_show_score_added()
1008 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1009 static int last_score_display[2] = { -1, -1};
1011 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1014 if (score_display[VR_current_page] == 0)
1017 gr_set_curfont( GAME_FONT );
1019 score_time -= FrameTime;
1020 if (score_time > 0) {
1021 if (score_display[VR_current_page] != last_score_display[VR_current_page])
1023 gr_setcolor(BM_XRGB(0,0,0));
1024 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);
1026 last_score_display[VR_current_page] = score_display[VR_current_page];
1029 color = f2i(score_time * 20) + 10;
1031 if (color < 10) color = 10;
1032 if (color > 31) color = 31;
1035 sprintf(score_str, "%s", TXT_CHEATER);
1037 sprintf(score_str, "%5d", score_display[VR_current_page]);
1039 gr_get_string_size(score_str, &w, &h, &aw );
1041 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1043 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1045 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1048 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1052 gr_setcolor(BM_XRGB(0,0,0));
1053 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);
1056 score_display[VR_current_page] = 0;
1061 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1063 // -----------------------------------------------------------------------------
1064 void play_homing_warning(void)
1068 if (Endlevel_sequence || Player_is_dead)
1071 if (Players[Player_num].homing_object_dist >= 0) {
1072 beep_delay = Players[Player_num].homing_object_dist/128;
1073 if (beep_delay > F1_0)
1075 else if (beep_delay < F1_0/8)
1076 beep_delay = F1_0/8;
1078 if (Last_warning_beep_time[VR_current_page] > GameTime)
1079 Last_warning_beep_time[VR_current_page] = 0;
1081 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1082 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1083 Last_warning_beep_time[VR_current_page] = GameTime;
1088 int Last_homing_warning_shown[2]={-1,-1};
1090 // -----------------------------------------------------------------------------
1091 void show_homing_warning(void)
1093 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1094 if (Last_homing_warning_shown[VR_current_page] == 1) {
1095 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1097 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1099 Last_homing_warning_shown[VR_current_page] = 0;
1104 gr_set_current_canvas( get_current_game_screen() );
1107 if (Players[Player_num].homing_object_dist >= 0) {
1109 if (GameTime & 0x4000) {
1110 if (Last_homing_warning_shown[VR_current_page] != 1) {
1111 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1112 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1113 Last_homing_warning_shown[VR_current_page] = 1;
1116 if (Last_homing_warning_shown[VR_current_page] != 0) {
1117 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1118 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1119 Last_homing_warning_shown[VR_current_page] = 0;
1122 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1123 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1124 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1125 Last_homing_warning_shown[VR_current_page] = 0;
1129 #define MAX_SHOWN_LIVES 4
1131 extern int Game_window_y;
1134 void hud_show_homing_warning(void)
1136 if (Players[Player_num].homing_object_dist >= 0) {
1137 if (GameTime & 0x4000) {
1138 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1140 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1141 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1142 y = min(y,(wy - Line_spacing - Game_window_y));
1145 gr_set_curfont( GAME_FONT );
1146 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1147 gr_printf(x,y,TXT_LOCK);
1152 void hud_show_keys(void)
1154 int y = 3*Line_spacing;
1155 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1157 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1158 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1159 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1163 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1164 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1165 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1168 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1169 PAGE_IN_GAUGE( KEY_ICON_RED );
1170 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1176 extern grs_bitmap Orb_icons[2];
1178 void hud_show_orbs (void)
1180 if (Game_mode & GM_HOARD) {
1186 if (Cockpit_mode == CM_FULL_COCKPIT) {
1188 x = 4*GAME_FONT->ft_w;
1190 else if (Cockpit_mode == CM_STATUS_BAR) {
1192 x = GAME_FONT->ft_w;
1194 else if (Cockpit_mode == CM_FULL_SCREEN) {
1196 x = GAME_FONT->ft_w;
1201 Int3(); //what sort of cockpit?
1203 bm = &Orb_icons[FontHires];
1204 gr_ubitmapm(x,y,bm);
1206 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1207 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1212 void hud_show_flag(void)
1214 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1219 if (Cockpit_mode == CM_FULL_COCKPIT) {
1221 x = 4*GAME_FONT->ft_w;
1223 else if (Cockpit_mode == CM_STATUS_BAR) {
1225 x = GAME_FONT->ft_w;
1227 else if (Cockpit_mode == CM_FULL_SCREEN) {
1229 x = GAME_FONT->ft_w;
1234 Int3(); //what sort of cockpit?
1237 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1239 PAGE_IN_GAUGE( icon );
1240 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1246 void hud_show_energy(void)
1248 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1249 gr_set_curfont( GAME_FONT );
1250 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1251 if (Game_mode & GM_MULTI)
1252 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1254 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1256 if (Newdemo_state==ND_STATE_RECORDING ) {
1257 int energy = f2ir(Players[Player_num].energy);
1259 if (energy != old_energy[VR_current_page]) {
1260 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1261 old_energy[VR_current_page] = energy;
1266 void hud_show_afterburner(void)
1270 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1271 return; //don't draw if don't have
1273 gr_set_curfont( GAME_FONT );
1274 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1276 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1278 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1280 if (Newdemo_state==ND_STATE_RECORDING ) {
1282 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1283 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1284 old_afterburner[VR_current_page] = Afterburner_charge;
1289 char *d2_very_short_secondary_weapon_names[] =
1290 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1292 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1293 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1294 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1296 //return which bomb will be dropped next time the bomb key is pressed
1297 extern int which_bomb();
1299 void show_bomb_count(int x,int y,int bg_color,int always_show)
1301 int bomb,count,countx;
1304 bomb = which_bomb();
1305 count = Players[Player_num].secondary_ammo[bomb];
1308 count = min(count,99); //only have room for 2 digits - cheating give 200
1311 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1313 if (always_show && count == 0) //no bombs, draw nothing on HUD
1316 //if (!always_show && countx == old_bombcount[VR_current_page])
1319 // I hate doing this off of hard coded coords!!!!
1321 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1322 gr_setcolor(bg_color);
1323 if (!Current_display_mode) {
1324 gr_rect(169,189,189,196);
1325 gr_setcolor(gr_find_closest_color(10,10,10));
1326 gr_scanline(168,189,189);
1328 gr_rect(338,453,378,470);
1330 gr_setcolor(gr_find_closest_color(10,10,10));
1331 gr_scanline(336,378,453);
1336 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1338 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1340 sprintf(txt,"B:%02d",count);
1342 while ((t=strchr(txt,'1')) != NULL)
1343 *t = '\x84'; //convert to wide '1'
1347 old_bombcount[VR_current_page] = countx;
1350 void draw_primary_ammo_info(int ammo_count)
1352 if (Cockpit_mode == CM_STATUS_BAR)
1353 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1355 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1358 //convert '1' characters to special wide ones
1359 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1361 void hud_show_weapons(void)
1366 char weapon_str[32];
1368 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1369 gr_set_curfont( GAME_FONT );
1370 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1372 y = grd_curcanv->cv_h;
1374 if (Game_mode & GM_MULTI)
1375 y -= 4*Line_spacing;
1377 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1379 switch (Primary_weapon) {
1381 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1382 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1384 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1387 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1391 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1392 convert_1s(weapon_str);
1395 case SPREADFIRE_INDEX:
1400 strcpy(weapon_str, weapon_name);
1403 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1404 convert_1s(weapon_str);
1407 default: Int3(); weapon_str[0] = 0; break;
1410 gr_get_string_size(weapon_str, &w, &h, &aw );
1411 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1413 if (Primary_weapon == VULCAN_INDEX) {
1414 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1415 if (Newdemo_state == ND_STATE_RECORDING)
1416 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1417 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1421 if (Primary_weapon == OMEGA_INDEX) {
1422 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1423 if (Newdemo_state == ND_STATE_RECORDING)
1424 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1425 Old_Omega_charge[VR_current_page] = Omega_charge;
1429 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1431 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1432 gr_get_string_size(weapon_str, &w, &h, &aw );
1433 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1435 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1436 if (Newdemo_state == ND_STATE_RECORDING)
1437 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1438 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1441 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1444 void hud_show_cloak_invuln(void)
1446 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1448 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1449 int y = grd_curcanv->cv_h;
1451 if (Game_mode & GM_MULTI)
1452 y -= 7*Line_spacing;
1454 y -= 4*Line_spacing;
1456 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1457 gr_printf(2, y, "%s", TXT_CLOAKED);
1460 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1461 int y = grd_curcanv->cv_h;
1463 if (Game_mode & GM_MULTI)
1464 y -= 10*Line_spacing;
1466 y -= 5*Line_spacing;
1468 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1469 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1474 void hud_show_shield(void)
1476 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1477 gr_set_curfont( GAME_FONT );
1478 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1480 if ( Players[Player_num].shields >= 0 ) {
1481 if (Game_mode & GM_MULTI)
1482 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1484 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1486 if (Game_mode & GM_MULTI)
1487 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1489 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1492 if (Newdemo_state==ND_STATE_RECORDING ) {
1493 int shields = f2ir(Players[Player_num].shields);
1495 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1496 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1497 old_shields[VR_current_page] = shields;
1502 //draw the icons for number of lives
1503 void hud_show_lives()
1505 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1508 if (Game_mode & GM_MULTI) {
1509 gr_set_curfont( GAME_FONT );
1510 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1511 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1513 else if (Players[Player_num].lives > 1) {
1515 gr_set_curfont( GAME_FONT );
1516 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1517 PAGE_IN_GAUGE( GAUGE_LIVES );
1518 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1519 gr_ubitmapm(10,3,bm);
1520 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1525 void sb_show_lives()
1528 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1532 //if (old_lives[VR_current_page] == -1)
1534 gr_set_curfont( GAME_FONT );
1535 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1536 if (Game_mode & GM_MULTI)
1537 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1539 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1543 if (Game_mode & GM_MULTI)
1545 char killed_str[20];
1547 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1550 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1551 gr_get_string_size(killed_str, &w, &h, &aw);
1552 gr_setcolor(BM_XRGB(0,0,0));
1553 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1554 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1555 x = SB_SCORE_RIGHT-w-2;
1556 gr_printf(x, y+1, killed_str);
1557 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1561 //if (old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page])
1566 gr_setcolor(BM_XRGB(0,0,0));
1568 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1570 if (Players[Player_num].lives-1 > 0) {
1571 gr_set_curfont( GAME_FONT );
1572 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1573 PAGE_IN_GAUGE( GAUGE_LIVES );
1575 gr_ubitmapm(x, y,bm);
1576 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1578 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1582 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1583 // gr_ubitmapm(x,y,bm);
1589 #ifdef PIGGY_USE_PAGING
1590 extern int Piggy_bitmap_cache_next;
1595 int secs = f2i(Players[Player_num].time_level) % 60;
1596 int mins = f2i(Players[Player_num].time_level) / 60;
1598 gr_set_curfont( GAME_FONT );
1600 if (Color_0_31_0 == -1)
1601 Color_0_31_0 = gr_getcolor(0,31,0);
1602 gr_set_fontcolor(Color_0_31_0, -1 );
1604 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1606 //@@#ifdef PIGGY_USE_PAGING
1610 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1611 //@@ gr_get_string_size( text, &w, &h, &aw );
1612 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1619 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1621 void add_points_to_score(int points)
1625 score_time += f1_0*2;
1626 score_display[0] += points;
1627 score_display[1] += points;
1628 if (score_time > f1_0*4) score_time = f1_0*4;
1630 if (points == 0 || Cheats_enabled)
1633 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1636 prev_score=Players[Player_num].score;
1638 Players[Player_num].score += points;
1640 if (Newdemo_state == ND_STATE_RECORDING)
1641 newdemo_record_player_score(points);
1644 if (Game_mode & GM_MULTI_COOP)
1647 if (Game_mode & GM_MULTI)
1651 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1653 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1654 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1655 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1656 digi_play_sample( snd, F1_0 );
1660 void add_bonus_points_to_score(int points)
1664 if (points == 0 || Cheats_enabled)
1667 prev_score=Players[Player_num].score;
1669 Players[Player_num].score += points;
1672 if (Newdemo_state == ND_STATE_RECORDING)
1673 newdemo_record_player_score(points);
1675 if (Game_mode & GM_MULTI)
1678 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1680 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1681 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1682 digi_play_sample( snd, F1_0 );
1688 void init_gauge_canvases()
1690 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1691 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1693 Canv_LeftEnergyGauge = gr_create_sub_canvas( grd_curcanv, LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1694 Canv_SBEnergyGauge = gr_create_sub_canvas( grd_curcanv, SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1695 Canv_SBAfterburnerGauge = gr_create_sub_canvas( grd_curcanv, SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1696 Canv_RightEnergyGauge = gr_create_sub_canvas( grd_curcanv, RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1697 Canv_NumericalGauge = gr_create_sub_canvas( grd_curcanv, NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1698 Canv_AfterburnerGauge = gr_create_sub_canvas( grd_curcanv, AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1702 void close_gauge_canvases()
1704 gr_free_sub_canvas( Canv_LeftEnergyGauge );
1705 gr_free_sub_canvas( Canv_SBEnergyGauge );
1706 gr_free_sub_canvas( Canv_SBAfterburnerGauge );
1707 gr_free_sub_canvas( Canv_RightEnergyGauge );
1708 gr_free_sub_canvas( Canv_NumericalGauge );
1709 gr_free_sub_canvas( Canv_AfterburnerGauge );
1716 //draw_gauges_on = 1;
1718 for (i=0; i<2; i++ ) {
1719 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)) )
1724 old_shields[i] = -1;
1728 old_afterburner[i] = -1;
1729 old_bombcount[i] = 0;
1730 old_laser_level[i] = 0;
1732 old_weapon[0][i] = old_weapon[1][i] = -1;
1733 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1734 Old_Omega_charge[i] = -1;
1737 cloak_fade_state = 0;
1739 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1742 void draw_energy_bar(int energy)
1747 // Draw left energy bar
1748 gr_set_current_canvas( Canv_LeftEnergyGauge );
1749 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1750 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1751 gr_setcolor( BM_XRGB(0,0,0) );
1753 if ( !Current_display_mode )
1754 not_energy = 61 - (energy*61)/100;
1756 not_energy = 125 - (energy*125)/100;
1759 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1760 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1761 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1763 if (x2 > LEFT_ENERGY_GAUGE_W - y/3)
1764 x2 = LEFT_ENERGY_GAUGE_W - y/3;
1766 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1769 gr_set_current_canvas( get_current_game_screen() );
1771 // Draw right energy bar
1772 gr_set_current_canvas( Canv_RightEnergyGauge );
1773 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1774 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1775 gr_setcolor( BM_XRGB(0,0,0) );
1778 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1779 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y - not_energy;
1780 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 1 + y;
1785 if (x2 > x1) gr_uline( i2f(x1), i2f(y), i2f(x2), i2f(y) );
1788 gr_set_current_canvas( get_current_game_screen() );
1791 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
1826 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
1901 void draw_afterburner_bar(int afterburner)
1903 int not_afterburner;
1906 // Draw afterburner bar
1907 gr_set_current_canvas( Canv_AfterburnerGauge );
1908 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1909 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
1910 gr_setcolor( BM_XRGB(0,0,0) );
1912 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
1914 for (y=0;y<not_afterburner;y++) {
1916 gr_uline( i2f(Current_display_mode ? afterburner_bar_table_hires[y*2] : afterburner_bar_table[y*2]), i2f(y),
1917 i2f((Current_display_mode ? afterburner_bar_table_hires[y*2 + 1] : afterburner_bar_table[y*2 + 1]) + 1), i2f(y) );
1920 gr_set_current_canvas( get_current_game_screen() );
1923 void draw_shield_bar(int shield)
1925 int bm_num = shield>=100?9:(shield / 10);
1927 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
1928 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
1931 #define CLOAK_FADE_WAIT_TIME 0x400
1933 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
1935 static fix cloak_fade_timer=0;
1936 static int cloak_fade_value=GR_FADE_LEVELS-1;
1937 static int refade = 0;
1938 grs_bitmap *bm = NULL;
1940 if (Game_mode & GM_TEAM) {
1942 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
1943 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
1946 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
1947 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
1951 if (old_cloak_state==-1 && cloak_state)
1954 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
1957 cloak_fade_value=GR_FADE_LEVELS-1;
1958 cloak_fade_state = 0;
1961 if (cloak_state==1 && old_cloak_state==0)
1962 cloak_fade_state = -1;
1963 //else if (cloak_state==0 && old_cloak_state==1)
1964 // cloak_fade_state = 1;
1966 if (cloak_state && GameTime > Players[Player_num].cloak_time + CLOAK_TIME_MAX - i2f(3)) //doing "about-to-uncloak" effect
1967 if (cloak_fade_state==0)
1968 cloak_fade_state = 2;
1971 if (cloak_fade_state)
1972 cloak_fade_timer -= FrameTime;
1974 while (cloak_fade_state && cloak_fade_timer < 0) {
1976 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
1978 cloak_fade_value += cloak_fade_state;
1980 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
1981 cloak_fade_value = GR_FADE_LEVELS-1;
1982 if (cloak_fade_state == 2 && cloak_state)
1983 cloak_fade_state = -2;
1985 cloak_fade_state = 0;
1987 else if (cloak_fade_value <= 0) {
1988 cloak_fade_value = 0;
1989 if (cloak_fade_state == -2)
1990 cloak_fade_state = 2;
1992 cloak_fade_state = 0;
1996 // To fade out both pages in a paged mode.
1997 if (refade) refade = 0;
1998 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
1999 cloak_fade_state = -1;
2003 gr_set_current_canvas(&VR_render_buffer[0]);
2005 gr_ubitmap( x, y, bm);
2007 Gr_scanline_darkening_level = cloak_fade_value;
2008 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2009 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2011 gr_set_current_canvas( get_current_game_screen() );
2013 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap);
2016 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2018 void draw_numerical_display(int shield, int energy)
2020 gr_set_current_canvas( Canv_NumericalGauge );
2021 gr_set_curfont( GAME_FONT );
2022 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2023 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2025 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2027 if (!Current_display_mode) {
2028 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2029 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2030 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2032 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2033 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2034 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2037 gr_set_current_canvas( get_current_game_screen() );
2043 gr_set_current_canvas( get_current_game_screen() );
2045 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2046 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2047 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2049 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2050 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2053 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2054 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2055 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2057 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2058 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2061 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2062 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2063 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2065 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2066 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2071 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)
2077 gr_setcolor(BM_XRGB(0,0,0));
2079 gr_rect(box->left,box->top,box->right,box->bot);
2081 if (Piggy_hamfile_version >= 3 // !SHAREWARE
2082 && Current_display_mode)
2084 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2085 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2087 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2088 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2093 gr_ubitmapm(pic_x,pic_y,bm);
2095 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2097 if ((p=strchr(name,'\n'))!=NULL) {
2099 gr_printf(text_x,text_y,name);
2100 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2103 gr_printf(text_x,text_y,name);
2105 // For laser, show level and quadness
2106 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2109 sprintf(temp_str, "%s: 0", TXT_LVL);
2111 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2113 gr_printf(text_x,text_y+Line_spacing, temp_str);
2115 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2116 strcpy(temp_str, TXT_QUAD);
2117 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2125 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2129 if (weapon_type == 0) {
2130 info_index = Primary_weapon_to_weapon_info[weapon_num];
2132 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2133 info_index = SUPER_LASER_ID;
2135 if (Cockpit_mode == CM_STATUS_BAR)
2136 draw_weapon_info_sub(info_index,
2137 &gauge_boxes[SB_PRIMARY_BOX],
2138 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2139 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2140 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2142 draw_weapon_info_sub(info_index,
2143 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2144 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2145 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2146 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2150 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2152 if (Cockpit_mode == CM_STATUS_BAR)
2153 draw_weapon_info_sub(info_index,
2154 &gauge_boxes[SB_SECONDARY_BOX],
2155 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2156 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2157 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2159 draw_weapon_info_sub(info_index,
2160 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2161 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2162 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2163 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2167 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2173 w = (grd_curcanv->cv_font->ft_w*7)/2;
2175 w = (grd_curcanv->cv_font->ft_w*5)/2;
2177 gr_setcolor(BM_XRGB(0,0,0));
2178 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2179 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2180 sprintf(str,"%03d",ammo_count);
2185 void draw_secondary_ammo_info(int ammo_count)
2187 if (Cockpit_mode == CM_STATUS_BAR)
2188 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2190 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2193 //returns true if drew picture
2194 int draw_weapon_box(int weapon_type,int weapon_num)
2197 int laser_level_changed;
2199 gr_set_current_canvas(&VR_render_buffer[0]);
2201 gr_set_curfont( GAME_FONT );
2203 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2205 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET && (old_weapon[weapon_type][VR_current_page] != -1))
2207 weapon_box_states[weapon_type] = WS_FADING_OUT;
2208 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2211 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2212 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2213 old_ammo_count[weapon_type][VR_current_page]=-1;
2214 Old_Omega_charge[VR_current_page]=-1;
2216 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2217 if (weapon_box_fade_values[weapon_type] <= 0) {
2218 weapon_box_states[weapon_type] = WS_FADING_IN;
2219 old_weapon[weapon_type][VR_current_page] = weapon_num;
2220 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2221 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2222 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2223 weapon_box_fade_values[weapon_type] = 0;
2226 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2227 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2228 weapon_box_states[weapon_type] = WS_FADING_OUT;
2231 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2232 old_ammo_count[weapon_type][VR_current_page]=-1;
2233 Old_Omega_charge[VR_current_page]=-1;
2235 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2236 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2237 weapon_box_states[weapon_type] = WS_SET;
2238 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2242 // if (old_weapon[weapon_type][VR_current_page] == -1)
2244 //@@if (laser_level_changed)
2245 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2248 draw_weapon_info(weapon_type, weapon_num, Players[Player_num].laser_level);
2249 old_weapon[weapon_type][VR_current_page] = weapon_num;
2250 old_ammo_count[weapon_type][VR_current_page] = -1;
2251 Old_Omega_charge[VR_current_page] = -1;
2252 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2257 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2258 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2259 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2261 Gr_scanline_darkening_level = fade_value;
2262 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);
2264 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2267 gr_set_current_canvas(get_current_game_screen());
2273 void draw_static(int win)
2275 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2278 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2281 static_time[win] += FrameTime;
2282 if (static_time[win] >= vc->play_time) {
2283 weapon_box_user[win] = WBU_WEAPON;
2287 framenum = static_time[win] * vc->num_frames / vc->play_time;
2289 PIGGY_PAGE_IN(vc->frames[framenum]);
2291 bmp = &GameBitmaps[vc->frames[framenum].index];
2293 gr_set_current_canvas(&VR_render_buffer[0]);
2295 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2296 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2299 gr_set_current_canvas(get_current_game_screen());
2301 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap);
2304 void draw_weapon_boxes()
2306 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2309 if (weapon_box_user[0] == WBU_WEAPON) {
2310 drew = draw_weapon_box(0,Primary_weapon);
2312 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap);
2314 if (weapon_box_states[0] == WS_SET) {
2315 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX))
2317 if (Newdemo_state == ND_STATE_RECORDING &&
2318 Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page])
2319 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2320 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2321 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2324 if (Primary_weapon == OMEGA_INDEX)
2326 if (Newdemo_state == ND_STATE_RECORDING &&
2327 Omega_charge != Old_Omega_charge[VR_current_page])
2328 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2329 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2330 Old_Omega_charge[VR_current_page] = Omega_charge;
2334 else if (weapon_box_user[0] == WBU_STATIC)
2337 if (weapon_box_user[1] == WBU_WEAPON) {
2338 drew = draw_weapon_box(1,Secondary_weapon);
2340 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap);
2342 if (weapon_box_states[1] == WS_SET)
2344 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2345 if (Newdemo_state == ND_STATE_RECORDING &&
2346 Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page])
2347 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2348 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2349 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2351 if (Secondary_weapon != which_bomb()) // don't draw two bomb counts
2353 if (Cockpit_mode == CM_STATUS_BAR)
2354 show_bomb_count(SB_BOMB_COUNT_X, SB_BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2356 show_bomb_count(BOMB_COUNT_X, BOMB_COUNT_Y, gr_find_closest_color(0, 0, 0), 0);
2360 else if (weapon_box_user[1] == WBU_STATIC)
2365 void sb_draw_energy_bar(energy)
2367 int erase_height, w, h, aw;
2368 char energy_str[20];
2370 gr_set_current_canvas( Canv_SBEnergyGauge );
2372 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2373 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_ENERGY)]);
2375 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2377 if (erase_height > 0) {
2378 gr_setcolor( BM_XRGB(0,0,0) );
2379 gr_rect(0, 0, SB_ENERGY_GAUGE_W - 1, erase_height - 1);
2383 sprintf(energy_str, "%d", energy);
2384 gr_get_string_size(energy_str, &w, &h, &aw );
2385 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2386 gr_printf(((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2388 gr_set_current_canvas(get_current_game_screen());
2391 void sb_draw_afterburner()
2393 int erase_height, w, h, aw;
2394 char ab_str[3] = "AB";
2396 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2397 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2398 gr_ubitmapm(0, 0, &GameBitmaps[GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER)]);
2400 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2402 if (erase_height > 0) {
2403 gr_setcolor( BM_XRGB(0,0,0) );
2404 gr_rect(0, 0, SB_AFTERBURNER_GAUGE_W - 1, erase_height - 1);
2408 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2409 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2411 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2413 gr_get_string_size(ab_str, &w, &h, &aw );
2414 gr_printf(((SB_AFTERBURNER_GAUGE_W - w)/2), SB_AFTERBURNER_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "AB");
2415 gr_set_current_canvas(get_current_game_screen());
2418 void sb_draw_shield_num(int shield)
2422 gr_set_curfont( GAME_FONT );
2423 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2426 // PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode + (Current_display_mode ? (Num_cockpits/2) : 0)]);
2428 // gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap, SB_SHIELD_NUM_X - 1, SB_SHIELD_NUM_Y - 1));
2430 // 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);
2431 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);
2434 void sb_draw_shield_bar(int shield)
2436 int bm_num = shield>=100?9:(shield / 10);
2438 gr_set_current_canvas(get_current_game_screen());
2439 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2440 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2446 int flags = Players[Player_num].flags;
2448 gr_set_current_canvas(get_current_game_screen());
2449 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2450 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2451 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2452 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2453 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2454 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2455 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2456 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2457 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2460 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2461 void draw_invulnerable_ship()
2465 gr_set_current_canvas(get_current_game_screen());
2467 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2469 if (Cockpit_mode == CM_STATUS_BAR) {
2470 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2471 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2473 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2474 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2479 while (time > INV_FRAME_TIME) {
2480 time -= INV_FRAME_TIME;
2481 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2482 invulnerable_frame=0;
2484 } else if (Cockpit_mode == CM_STATUS_BAR)
2485 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2487 draw_shield_bar(f2ir(Players[Player_num].shields));
2490 extern int Missile_gun;
2491 extern int allowed_to_fire_laser(void);
2492 extern int allowed_to_fire_missile(void);
2494 rgb player_rgb[] = {
2505 extern ubyte Newdemo_flying_guided;
2506 extern int max_window_w;
2512 //offsets for reticle parts: high-big high-sml low-big low-sml
2513 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2514 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2515 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2518 void show_reticle(int force_big_one)
2521 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2522 int cross_bm_num,primary_bm_num,secondary_bm_num;
2523 int use_hires_reticle,small_reticle,ofs,gauge_index;
2525 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2527 draw_guided_crosshair();
2531 x = grd_curcanv->cv_w/2;
2532 y = grd_curcanv->cv_h/2;
2534 laser_ready = allowed_to_fire_laser();
2535 missile_ready = allowed_to_fire_missile();
2537 laser_ammo = player_has_weapon(Primary_weapon,0);
2538 missile_ammo = player_has_weapon(Secondary_weapon,1);
2540 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2541 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2543 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2546 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2547 secondary_bm_num += 3; //now value is 0,1 or 3,4
2548 else if (secondary_bm_num && !(Missile_gun&1))
2551 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2553 Assert(primary_bm_num <= 2);
2554 Assert(secondary_bm_num <= 4);
2555 Assert(cross_bm_num <= 1);
2557 if (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320))
2559 ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
2566 use_hires_reticle = (FontHires != 0);
2568 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2569 ofs = (use_hires_reticle?0:2) + small_reticle;
2571 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2572 PAGE_IN_GAUGE( gauge_index );
2573 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2575 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2576 PAGE_IN_GAUGE( gauge_index );
2577 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2579 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
2580 PAGE_IN_GAUGE( gauge_index );
2581 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2589 void hud_show_kill_list()
2591 int n_players,player_list[MAX_NUM_NET_PLAYERS];
2592 int n_left,i,x0,x1,y,save_y,fth;
2594 // ugly hack since placement of netgame players and kills is based off of
2595 // menuhires (which is always 1 for mac). This throws off placement of
2596 // players in pixel double mode.
2598 if (Show_kill_list_timer > 0)
2600 Show_kill_list_timer -= FrameTime;
2601 if (Show_kill_list_timer < 0)
2605 gr_set_curfont( GAME_FONT );
2607 n_players = multi_get_kill_list(player_list);
2609 if (Show_kill_list == 3)
2615 n_left = (n_players+1)/2;
2617 //If font size changes, this code might not work right anymore
2618 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
2620 fth = GAME_FONT->ft_h;
2622 x0 = LHX(1); x1 = LHX(43);
2624 if (Game_mode & GM_MULTI_COOP)
2627 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
2629 if (Cockpit_mode == CM_FULL_COCKPIT) {
2630 save_y = y -= LHX(6);
2631 if (Game_mode & GM_MULTI_COOP)
2637 for (i=0;i<n_players;i++) {
2643 if (Cockpit_mode == CM_FULL_COCKPIT)
2644 x0 = grd_curcanv->cv_w - LHX(53);
2646 x0 = grd_curcanv->cv_w - LHX(60);
2647 if (Game_mode & GM_MULTI_COOP)
2648 x1 = grd_curcanv->cv_w - LHX(27);
2650 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
2654 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2660 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
2668 if (Show_kill_list == 3)
2671 player_num = player_list[i];
2673 if (Show_kill_list == 1 || Show_kill_list==2)
2677 if (Players[player_num].connected != 1)
2678 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
2679 else if (Game_mode & GM_TEAM) {
2680 color = get_team(player_num);
2681 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2685 gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
2691 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
2694 if (Show_kill_list == 3)
2695 strcpy(name, Netgame.team_name[i]);
2697 strcpy(name,Players[player_num].callsign); // Note link to above if!!
2698 gr_get_string_size(name,&sw,&sh,&aw);
2699 while (sw > (x1-x0-LHX(2))) {
2700 name[strlen(name)-1]=0;
2701 gr_get_string_size(name,&sw,&sh,&aw);
2703 gr_printf(x0,y,"%s",name);
2705 if (Show_kill_list==2)
2707 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
2708 gr_printf (x1,y,"NA");
2710 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));
2712 else if (Show_kill_list == 3)
2713 gr_printf(x1,y,"%3d",team_kills[i]);
2714 else if (Game_mode & GM_MULTI_COOP)
2715 gr_printf(x1,y,"%-6d",Players[player_num].score);
2716 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
2717 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
2719 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
2732 extern int Saving_movie_frames;
2734 #define Saving_movie_frames 0
2737 //returns true if viewer can see object
2738 int see_object(int objnum)
2744 //see if we can see this player
2746 fq.p0 = &Viewer->pos;
2747 fq.p1 = &Objects[objnum].pos;
2749 fq.thisobjnum = Viewer - Objects;
2750 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
2751 fq.startseg = Viewer->segnum;
2752 fq.ignore_obj_list = NULL;
2754 hit_type = find_vector_intersection(&fq, &hit_data);
2756 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
2760 //show names of teammates & players carrying flags
2761 void show_HUD_names()
2763 int show_team_names,show_all_names,show_flags,player_team;
2766 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
2767 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
2768 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
2770 if (! (show_all_names || show_team_names || show_flags))
2773 player_team = get_team(Player_num);
2775 for (p=0;p<N_players;p++) { //check all players
2777 int show_name,has_flag;
2779 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
2780 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
2782 if (Newdemo_state == ND_STATE_PLAYBACK) {
2783 //if this is a demo, the objnum in the player struct is wrong,
2784 //so we search the object list for the objnum
2786 for (objnum=0;objnum<=Highest_object_index;objnum++)
2787 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
2789 if (objnum > Highest_object_index) //not in list, thus not visible
2790 show_name = has_flag = 0; //..so don't show name
2793 objnum = Players[p].objnum;
2795 if ((show_name || has_flag) && see_object(objnum)) {
2796 g3s_point player_point;
2798 g3_rotate_point(&player_point,&Objects[objnum].pos);
2800 if (player_point.p3_codes == 0) { //on screen
2802 g3_project_point(&player_point);
2804 if (! (player_point.p3_flags & PF_OVERFLOW)) {
2807 x = player_point.p3_sx;
2808 y = player_point.p3_sy;
2810 if (show_name) { // Draw callsign on HUD
2811 char s[CALLSIGN_LEN+1];
2816 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
2818 sprintf(s, "%s", Players[p].callsign);
2819 gr_get_string_size(s, &w, &h, &aw);
2820 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
2823 gr_string (x1, y1, s);
2826 if (has_flag) { // Draw box on HUD
2829 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
2830 dx = fixmul(dy,grd_curscreen->sc_aspect);
2835 if (Game_mode & GM_CAPTURE)
2836 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2837 else if (Game_mode & GM_HOARD)
2839 if (Game_mode & GM_TEAM)
2840 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
2842 gr_setcolor(BM_XRGB(0,31,0));
2845 gr_line(x+dx-w,y-dy,x+dx,y-dy);
2846 gr_line(x+dx,y-dy,x+dx,y-dy+h);
2848 gr_line(x-dx,y-dy,x-dx+w,y-dy);
2849 gr_line(x-dx,y-dy,x-dx,y-dy+h);
2851 gr_line(x+dx-w,y+dy,x+dx,y+dy);
2852 gr_line(x+dx,y+dy,x+dx,y+dy-h);
2854 gr_line(x-dx,y+dy,x-dx+w,y+dy);
2855 gr_line(x-dx,y+dy,x-dx,y+dy-h);
2865 extern int last_drawn_cockpit[2];
2867 //draw all the things on the HUD
2872 if (Cockpit_mode==CM_STATUS_BAR){
2873 //ogl needs to redraw every frame, at least currently.
2875 last_drawn_cockpit[0]=-1;
2876 last_drawn_cockpit[1]=-1;
2879 // vr_reset_display();
2884 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
2886 // Show score so long as not in rearview
2887 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
2890 hud_show_score_added();
2893 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
2894 hud_show_timer_count();
2896 // Show other stuff if not in rearview or letterbox.
2897 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
2898 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
2899 hud_show_homing_warning();
2901 if (Cockpit_mode==CM_FULL_SCREEN) {
2904 hud_show_afterburner();
2906 if (!Saving_movie_frames)
2908 hud_show_cloak_invuln();
2910 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
2911 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
2912 old_flags[VR_current_page] = Players[Player_num].flags;
2918 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
2922 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
2928 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
2931 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
2935 if (!Saving_movie_frames)
2936 HUD_render_message_frame();
2938 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
2942 if (Game_mode&GM_MULTI && Show_kill_list)
2943 hud_show_kill_list();
2947 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
2948 HUD_render_message_frame();
2949 gr_set_curfont( GAME_FONT );
2950 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
2951 if (Newdemo_state == ND_STATE_PLAYBACK)
2952 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
2954 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
2958 extern short *BackBuffer;
2960 //print out some player statistics
2961 void render_gauges()
2964 static int old_display_mode = 0;
2966 static int old_display_mode = 1;
2968 int energy = f2ir(Players[Player_num].energy);
2969 int shields = f2ir(Players[Player_num].shields);
2970 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
2972 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
2974 // check to see if our display mode has changed since last render time --
2975 // if so, then we need to make new gauge canvases.
2978 if (old_display_mode != Current_display_mode) {
2979 close_gauge_canvases();
2980 init_gauge_canvases();
2981 old_display_mode = Current_display_mode;
2984 if (shields < 0 ) shields = 0;
2986 gr_set_current_canvas(get_current_game_screen());
2987 gr_set_curfont( GAME_FONT );
2989 if (Newdemo_state == ND_STATE_RECORDING)
2990 if (Players[Player_num].homing_object_dist >= 0)
2991 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
2993 if (Cockpit_mode == CM_FULL_COCKPIT)
2994 draw_player_ship(cloak, old_cloak[VR_current_page], SHIP_GAUGE_X, SHIP_GAUGE_Y);
2996 draw_player_ship(cloak, old_cloak[VR_current_page], SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
2998 old_cloak[VR_current_page] = cloak;
3000 if (Cockpit_mode == CM_FULL_COCKPIT) {
3001 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3003 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3004 old_energy[VR_current_page] = energy;
3006 draw_energy_bar(energy);
3007 draw_numerical_display(shields, energy);
3009 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
3011 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3012 old_afterburner[VR_current_page] = Afterburner_charge;
3014 draw_afterburner_bar(Afterburner_charge);
3016 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3017 draw_invulnerable_ship();
3018 old_shields[VR_current_page] = shields ^ 1;
3019 } else { // Draw the shield gauge
3020 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
3022 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3023 old_shields[VR_current_page] = shields;
3025 draw_shield_bar(shields);
3027 draw_numerical_display(shields, energy);
3029 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3031 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3032 old_flags[VR_current_page] = Players[Player_num].flags;
3036 show_homing_warning();
3038 } else if (Cockpit_mode == CM_STATUS_BAR) {
3040 if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy[VR_current_page]))
3042 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3043 old_energy[VR_current_page] = energy;
3045 sb_draw_energy_bar(energy);
3047 if (Newdemo_state == ND_STATE_RECORDING && (Afterburner_charge != old_afterburner[VR_current_page]))
3049 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3050 old_afterburner[VR_current_page] = Afterburner_charge;
3052 sb_draw_afterburner();
3054 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
3056 draw_invulnerable_ship();
3057 old_shields[VR_current_page] = shields ^ 1;
3060 { // Draw the shield gauge
3061 if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields[VR_current_page]))
3063 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3064 old_shields[VR_current_page] = shields;
3066 sb_draw_shield_bar(shields);
3068 sb_draw_shield_num(shields);
3070 if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags[VR_current_page]))
3072 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3073 old_flags[VR_current_page] = Players[Player_num].flags;
3078 // May want to record this in a demo...
3079 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3082 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3087 old_lives[VR_current_page] = Players[Player_num].lives;
3090 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3093 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3098 old_score[VR_current_page] = Players[Player_num].score;
3101 sb_show_score_added();
3106 draw_weapon_boxes();
3110 // ---------------------------------------------------------------------------------------------------------
3111 // Call when picked up a laser powerup.
3112 // If laser is active, set old_weapon[0] to -1 to force redraw.
3113 void update_laser_weapon_info(void)
3115 if (old_weapon[0][VR_current_page] == 0)
3116 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3117 old_weapon[0][VR_current_page] = -1;
3120 extern int Game_window_y;
3121 void fill_background(void);
3123 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3125 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3126 //1 for right. viewer is object. NULL object means give up window
3127 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3128 //rear view. If label is non-NULL, print the label at the top of the
3130 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3132 grs_canvas window_canv;
3133 static grs_canvas overlap_canv;
3134 object *viewer_save = Viewer;
3135 static int overlap_dirty[2]={0,0};
3137 static int window_x,window_y;
3139 int rear_view_save = Rear_view;
3144 if (viewer == NULL) { //this user is done
3146 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3148 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3149 static_time[win] = 0;
3151 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3152 return; //already set
3154 weapon_box_user[win] = user;
3156 if (overlap_dirty[win]) {
3157 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
3159 overlap_dirty[win] = 0;
3165 update_rendered_data(win+1, viewer, rear_view_flag, user);
3167 weapon_box_user[win] = user; //say who's using window
3170 Rear_view = rear_view_flag;
3172 if (Cockpit_mode == CM_FULL_SCREEN)
3175 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
3177 h = i2f(w) / grd_curscreen->sc_aspect;
3179 dx = (win==0)?-(w+(w/10)):(w/10);
3181 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3182 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3184 //copy these vars so stereo code can get at them
3185 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3187 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h);
3190 if (Cockpit_mode == CM_FULL_COCKPIT)
3191 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3192 else if (Cockpit_mode == CM_STATUS_BAR)
3193 boxnum = (SB_PRIMARY_BOX)+win;
3197 box = &gauge_boxes[boxnum];
3199 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3202 gr_set_current_canvas(&window_canv);
3204 render_frame(0, win+1);
3206 // HACK! If guided missile, wake up robots as necessary.
3207 if (viewer->type == OBJ_WEAPON) {
3208 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3209 wake_up_rendered_objects(viewer, win+1);
3213 gr_set_curfont( GAME_FONT );
3214 if (Color_0_31_0 == -1)
3215 Color_0_31_0 = gr_getcolor(0,31,0);
3216 gr_set_fontcolor(Color_0_31_0, -1);
3217 gr_printf(0x8000,2,label);
3220 if (user == WBU_GUIDED)
3221 draw_guided_crosshair();
3223 if (Cockpit_mode == CM_FULL_SCREEN) {
3224 int small_window_bottom,big_window_bottom,extra_part_h;
3227 gr_setcolor(BM_XRGB(0,0,32));
3228 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3231 //if the window only partially overlaps the big 3d window, copy
3232 //the extra part to the visible screen
3234 big_window_bottom = Game_window_y + Game_window_h - 1;
3236 if (window_y > big_window_bottom) {
3238 //the small window is completely outside the big 3d window, so
3239 //copy it to the visible screen
3241 if (VR_screen_flags & VRF_USE_PAGING)
3242 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3244 gr_set_current_canvas(get_current_game_screen());
3246 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap);
3248 overlap_dirty[win] = 1;
3252 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1;
3254 extra_part_h = small_window_bottom - big_window_bottom;
3256 if (extra_part_h > 0) {
3258 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);
3260 if (VR_screen_flags & VRF_USE_PAGING)
3261 gr_set_current_canvas(&VR_screen_pages[!VR_current_page]);
3263 gr_set_current_canvas(get_current_game_screen());
3265 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap);
3267 overlap_dirty[win] = 1;
3273 gr_set_current_canvas(get_current_game_screen());
3274 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3277 //force redraw when done
3278 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3282 Viewer = viewer_save;
3284 Rear_view = rear_view_save;
3288 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3291 gauge_box* currentGaugeBox = NULL;
3298 Assert(outBoundsRect);
3299 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3301 switch (Cockpit_mode)
3303 case CM_FULL_SCREEN:
3304 // note: this calculation is taken from do_cockpit_window_view for the full
3307 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3308 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3310 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3312 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3313 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3315 outBoundsRect->top = window_x;
3316 outBoundsRect->left = window_y;
3317 outBoundsRect->bottom = window_x + w;
3318 outBoundsRect->right = window_y + h;
3321 case CM_FULL_COCKPIT:
3323 if (inSubWindowNum == 0)
3325 boxNumber = SB_PRIMARY_BOX;
3329 boxNumber = SB_SECONDARY_BOX;
3332 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
3333 currentGaugeBox = &gauge_boxes[boxNumber];
3334 Assert(currentGaugeBox);
3336 outBoundsRect->top = currentGaugeBox->top;
3337 outBoundsRect->left = currentGaugeBox->left;
3338 outBoundsRect->bottom = currentGaugeBox->bot + 1;
3339 outBoundsRect->right = currentGaugeBox->right + 1;