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()
992 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
996 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
998 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
999 i=f2i(timevar-ThisLevelTime);
1002 sprintf(score_str, "T - %5d", i);
1004 gr_get_string_size(score_str, &w, &h, &aw );
1006 if (Color_0_31_0 == -1)
1007 Color_0_31_0 = gr_getcolor(0,31,0);
1008 gr_set_fontcolor(Color_0_31_0, -1);
1010 if (i>-1 && !Control_center_destroyed)
1011 gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
1017 //y offset between lines on HUD
1020 void hud_show_score_added()
1026 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1029 if (score_display[0] == 0)
1032 gr_set_curfont( GAME_FONT );
1034 score_time -= FrameTime;
1035 if (score_time > 0) {
1036 color = f2i(score_time * 20) + 12;
1038 if (color < 10) color = 12;
1039 if (color > 31) color = 30;
1041 color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
1044 sprintf(score_str, "%s", TXT_CHEATER);
1046 sprintf(score_str, "%5d", score_display[0]);
1048 gr_get_string_size(score_str, &w, &h, &aw );
1049 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1050 gr_printf(grd_curcanv->cv_w-w-LHX(2+10), Line_spacing+4, score_str);
1053 score_display[0] = 0;
1058 void sb_show_score()
1063 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1066 WIN(DDGRLOCK(dd_grd_curcanv));
1067 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1072 if (old_score[VR_current_page]==redraw_score) {
1073 gr_set_curfont( GAME_FONT );
1074 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1076 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1078 PA_DFX(pa_set_frontbuffer_current());
1079 PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
1080 PA_DFX(pa_set_backbuffer_current());
1081 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
1085 PA_DFX (pa_set_frontbuffer_current() );
1086 PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
1087 PA_DFX(pa_set_backbuffer_current());
1088 gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE);
1092 gr_set_curfont( GAME_FONT );
1093 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1094 sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
1096 sprintf(score_str, "%5d", Players[Player_num].score);
1097 gr_get_string_size(score_str, &w, &h, &aw );
1099 x = SB_SCORE_RIGHT-w-LHX(2);
1103 gr_setcolor(BM_XRGB(0,0,0));
1104 PA_DFX (pa_set_frontbuffer_current());
1105 PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
1106 PA_DFX(pa_set_backbuffer_current());
1107 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
1109 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1110 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1112 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1114 PA_DFX (pa_set_frontbuffer_current());
1115 PA_DFX (gr_printf(x,y,score_str));
1116 PA_DFX(pa_set_backbuffer_current());
1117 gr_printf(x,y,score_str);
1119 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1120 WIN(DDGRUNLOCK(dd_grd_curcanv));
1123 void sb_show_score_added()
1129 static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1130 static int last_score_display[2] = { -1, -1};
1134 if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
1137 if (score_display[VR_current_page] == 0)
1140 WIN(DDGRLOCK(dd_grd_curcanv));
1141 gr_set_curfont( GAME_FONT );
1143 score_time -= FrameTime;
1144 if (score_time > 0) {
1145 if (score_display[VR_current_page] != last_score_display[VR_current_page] || frc) {
1146 gr_setcolor(BM_XRGB(0,0,0));
1147 PA_DFX (pa_set_frontbuffer_current());
1148 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));
1149 PA_DFX(pa_set_backbuffer_current());
1150 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);
1152 last_score_display[VR_current_page] = score_display[VR_current_page];
1155 color = f2i(score_time * 20) + 10;
1157 if (color < 10) color = 10;
1158 if (color > 31) color = 31;
1161 sprintf(score_str, "%s", TXT_CHEATER);
1163 sprintf(score_str, "%5d", score_display[VR_current_page]);
1165 gr_get_string_size(score_str, &w, &h, &aw );
1167 x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
1169 gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
1171 PA_DFX (pa_set_frontbuffer_current());
1172 PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
1173 PA_DFX(pa_set_backbuffer_current());
1174 gr_printf(x, SB_SCORE_ADDED_Y, score_str);
1177 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1181 gr_setcolor(BM_XRGB(0,0,0));
1182 PA_DFX (pa_set_frontbuffer_current());
1183 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));
1184 PA_DFX(pa_set_backbuffer_current());
1185 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);
1188 score_display[VR_current_page] = 0;
1191 WIN(DDGRUNLOCK(dd_grd_curcanv));
1194 fix Last_warning_beep_time[2] = {0,0}; // Time we last played homing missile warning beep.
1196 // -----------------------------------------------------------------------------
1197 void play_homing_warning(void)
1201 if (Endlevel_sequence || Player_is_dead)
1204 if (Players[Player_num].homing_object_dist >= 0) {
1205 beep_delay = Players[Player_num].homing_object_dist/128;
1206 if (beep_delay > F1_0)
1208 else if (beep_delay < F1_0/8)
1209 beep_delay = F1_0/8;
1211 if (Last_warning_beep_time[VR_current_page] > GameTime)
1212 Last_warning_beep_time[VR_current_page] = 0;
1214 if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
1215 digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
1216 Last_warning_beep_time[VR_current_page] = GameTime;
1221 int Last_homing_warning_shown[2]={-1,-1};
1223 // -----------------------------------------------------------------------------
1224 void show_homing_warning(void)
1226 if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
1227 if (Last_homing_warning_shown[VR_current_page] == 1) {
1228 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1230 WIN(DDGRLOCK(dd_grd_curcanv));
1231 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1232 WIN(DDGRUNLOCK(dd_grd_curcanv));
1234 Last_homing_warning_shown[VR_current_page] = 0;
1240 dd_gr_set_current_canvas( get_current_game_screen() ),
1241 gr_set_current_canvas( get_current_game_screen() )
1245 WIN(DDGRLOCK(dd_grd_curcanv))
1247 if (Players[Player_num].homing_object_dist >= 0) {
1249 if (GameTime & 0x4000) {
1250 if (Last_homing_warning_shown[VR_current_page] != 1) {
1251 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
1252 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
1253 Last_homing_warning_shown[VR_current_page] = 1;
1256 if (Last_homing_warning_shown[VR_current_page] != 0) {
1257 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1258 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1259 Last_homing_warning_shown[VR_current_page] = 0;
1262 } else if (Last_homing_warning_shown[VR_current_page] != 0) {
1263 PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
1264 gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
1265 Last_homing_warning_shown[VR_current_page] = 0;
1268 WIN(DDGRUNLOCK(dd_grd_curcanv));
1272 #define MAX_SHOWN_LIVES 4
1274 extern int Game_window_y;
1277 void hud_show_homing_warning(void)
1279 if (Players[Player_num].homing_object_dist >= 0) {
1280 if (GameTime & 0x4000) {
1281 int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
1283 if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
1284 int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
1285 y = min(y,(wy - Line_spacing - Game_window_y));
1288 gr_set_curfont( GAME_FONT );
1289 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1290 gr_printf(x,y,TXT_LOCK);
1295 void hud_show_keys(void)
1297 int y = 3*Line_spacing;
1298 int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
1300 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1301 PAGE_IN_GAUGE( KEY_ICON_BLUE );
1302 gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
1306 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
1307 PAGE_IN_GAUGE( KEY_ICON_YELLOW );
1308 gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
1311 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1312 PAGE_IN_GAUGE( KEY_ICON_RED );
1313 gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
1319 extern grs_bitmap Orb_icons[2];
1321 void hud_show_orbs (void)
1323 if (Game_mode & GM_HOARD) {
1329 if (Cockpit_mode == CM_FULL_COCKPIT) {
1331 x = 4*GAME_FONT->ft_w;
1333 else if (Cockpit_mode == CM_STATUS_BAR) {
1335 x = GAME_FONT->ft_w;
1337 else if (Cockpit_mode == CM_FULL_SCREEN) {
1339 x = GAME_FONT->ft_w;
1344 Int3(); //what sort of cockpit?
1346 bm = &Orb_icons[FontHires];
1347 gr_ubitmapm(x,y,bm);
1349 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1350 gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
1355 void hud_show_flag(void)
1357 if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
1362 if (Cockpit_mode == CM_FULL_COCKPIT) {
1364 x = 4*GAME_FONT->ft_w;
1366 else if (Cockpit_mode == CM_STATUS_BAR) {
1368 x = GAME_FONT->ft_w;
1370 else if (Cockpit_mode == CM_FULL_SCREEN) {
1372 x = GAME_FONT->ft_w;
1377 Int3(); //what sort of cockpit?
1380 icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
1382 PAGE_IN_GAUGE( icon );
1383 gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
1389 void hud_show_energy(void)
1391 //gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1392 gr_set_curfont( GAME_FONT );
1393 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1394 if (Game_mode & GM_MULTI)
1395 gr_printf(2, grd_curcanv->cv_h-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1397 gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
1399 if (Newdemo_state==ND_STATE_RECORDING ) {
1400 int energy = f2ir(Players[Player_num].energy);
1402 if (energy != old_energy[VR_current_page]) {
1403 newdemo_record_player_energy(old_energy[VR_current_page], energy);
1404 old_energy[VR_current_page] = energy;
1409 void hud_show_afterburner(void)
1413 if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1414 return; //don't draw if don't have
1416 gr_set_curfont( GAME_FONT );
1417 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1419 y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
1421 gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
1423 if (Newdemo_state==ND_STATE_RECORDING ) {
1425 if (Afterburner_charge != old_afterburner[VR_current_page]) {
1426 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
1427 old_afterburner[VR_current_page] = Afterburner_charge;
1432 char *d2_very_short_secondary_weapon_names[] =
1433 {"Flash","Guided","SmrtMine","Mercury","Shaker"};
1435 #define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
1436 ((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
1437 d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
1439 //return which bomb will be dropped next time the bomb key is pressed
1440 extern int which_bomb();
1442 void show_bomb_count(int x,int y,int bg_color,int always_show)
1444 int bomb,count,countx;
1447 bomb = which_bomb();
1448 count = Players[Player_num].secondary_ammo[bomb];
1451 count = min(count,99); //only have room for 2 digits - cheating give 200
1454 countx = (bomb==PROXIMITY_INDEX)?count:-count;
1456 if (always_show && count == 0) //no bombs, draw nothing on HUD
1459 if (!always_show && countx == old_bombcount[VR_current_page])
1462 WIN(DDGRLOCK(dd_grd_curcanv));
1464 // I hate doing this off of hard coded coords!!!!
1466 if (Cockpit_mode == CM_STATUS_BAR) { //draw background
1467 gr_setcolor(bg_color);
1468 if (!Current_display_mode) {
1469 gr_rect(169,189,189,196);
1470 gr_setcolor(gr_find_closest_color(10,10,10));
1471 gr_scanline(168,189,189);
1473 PA_DFX (pa_set_frontbuffer_current());
1474 PA_DFX (gr_rect(338,453,378,470));
1475 PA_DFX(pa_set_backbuffer_current());
1476 gr_rect(338,453,378,470);
1478 gr_setcolor(gr_find_closest_color(10,10,10));
1479 PA_DFX (pa_set_frontbuffer_current());
1480 PA_DFX (gr_scanline(336,378,453));
1481 PA_DFX(pa_set_backbuffer_current());
1482 gr_scanline(336,378,453);
1487 gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
1489 gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
1491 sprintf(txt,"B:%02d",count);
1493 while ((t=strchr(txt,'1')) != NULL)
1494 *t = '\x84'; //convert to wide '1'
1496 PA_DFX (pa_set_frontbuffer_current());
1497 PA_DFX (gr_string(x,y,txt));
1498 PA_DFX(pa_set_backbuffer_current());
1501 WIN(DDGRUNLOCK(dd_grd_curcanv));
1503 old_bombcount[VR_current_page] = countx;
1506 void draw_primary_ammo_info(int ammo_count)
1508 if (Cockpit_mode == CM_STATUS_BAR)
1509 draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
1511 draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
1514 //convert '1' characters to special wide ones
1515 #define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
1517 void hud_show_weapons(void)
1522 char weapon_str[32];
1524 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1525 gr_set_curfont( GAME_FONT );
1526 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1528 y = grd_curcanv->cv_h;
1530 if (Game_mode & GM_MULTI)
1531 y -= 4*Line_spacing;
1533 weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
1535 switch (Primary_weapon) {
1537 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1538 sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
1540 sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
1543 case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
1547 sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
1548 convert_1s(weapon_str);
1551 case SPREADFIRE_INDEX:
1556 strcpy(weapon_str, weapon_name);
1559 sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
1560 convert_1s(weapon_str);
1563 default: Int3(); weapon_str[0] = 0; break;
1566 gr_get_string_size(weapon_str, &w, &h, &aw );
1567 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
1569 if (Primary_weapon == VULCAN_INDEX) {
1570 if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
1571 if (Newdemo_state == ND_STATE_RECORDING)
1572 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
1573 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
1577 if (Primary_weapon == OMEGA_INDEX) {
1578 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
1579 if (Newdemo_state == ND_STATE_RECORDING)
1580 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
1581 Old_Omega_charge[VR_current_page] = Omega_charge;
1585 weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
1587 sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
1588 gr_get_string_size(weapon_str, &w, &h, &aw );
1589 gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
1591 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
1592 if (Newdemo_state == ND_STATE_RECORDING)
1593 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
1594 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
1597 show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
1600 void hud_show_cloak_invuln(void)
1602 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1604 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1605 int y = grd_curcanv->cv_h;
1607 if (Game_mode & GM_MULTI)
1608 y -= 7*Line_spacing;
1610 y -= 4*Line_spacing;
1612 if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (GameTime & 0x8000))
1613 gr_printf(2, y, "%s", TXT_CLOAKED);
1616 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1617 int y = grd_curcanv->cv_h;
1619 if (Game_mode & GM_MULTI)
1620 y -= 10*Line_spacing;
1622 y -= 5*Line_spacing;
1624 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
1625 gr_printf(2, y, "%s", TXT_INVULNERABLE);
1630 void hud_show_shield(void)
1632 // gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
1633 gr_set_curfont( GAME_FONT );
1634 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1636 if ( Players[Player_num].shields >= 0 ) {
1637 if (Game_mode & GM_MULTI)
1638 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1640 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
1642 if (Game_mode & GM_MULTI)
1643 gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
1645 gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
1648 if (Newdemo_state==ND_STATE_RECORDING ) {
1649 int shields = f2ir(Players[Player_num].shields);
1651 if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
1652 newdemo_record_player_shields(old_shields[VR_current_page], shields);
1653 old_shields[VR_current_page] = shields;
1658 //draw the icons for number of lives
1659 void hud_show_lives()
1661 if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
1664 if (Game_mode & GM_MULTI) {
1665 gr_set_curfont( GAME_FONT );
1666 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
1667 gr_printf(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
1669 else if (Players[Player_num].lives > 1) {
1671 gr_set_curfont( GAME_FONT );
1672 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1673 PAGE_IN_GAUGE( GAUGE_LIVES );
1674 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1675 gr_ubitmapm(10,3,bm);
1676 gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
1681 void sb_show_lives()
1684 grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
1691 WIN(DDGRLOCK(dd_grd_curcanv));
1692 if (old_lives[VR_current_page]==-1 || frc) {
1693 gr_set_curfont( GAME_FONT );
1694 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1695 if (Game_mode & GM_MULTI)
1697 PA_DFX (pa_set_frontbuffer_current());
1698 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
1699 PA_DFX (pa_set_backbuffer_current());
1700 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
1705 PA_DFX (pa_set_frontbuffer_current());
1706 PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
1707 PA_DFX (pa_set_backbuffer_current());
1708 gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
1712 WIN(DDGRUNLOCK(dd_grd_curcanv));
1714 if (Game_mode & GM_MULTI)
1716 char killed_str[20];
1718 static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
1721 WIN(DDGRLOCK(dd_grd_curcanv));
1722 sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
1723 gr_get_string_size(killed_str, &w, &h, &aw);
1724 gr_setcolor(BM_XRGB(0,0,0));
1725 gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
1726 gr_set_fontcolor(gr_getcolor(0,20,0),-1);
1727 x = SB_SCORE_RIGHT-w-2;
1728 gr_printf(x, y+1, killed_str);
1729 last_x[(Current_display_mode?2:0)+VR_current_page] = x;
1730 WIN(DDGRUNLOCK(dd_grd_curcanv));
1734 if (frc || old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page]) {
1735 WIN(DDGRLOCK(dd_grd_curcanv));
1739 gr_setcolor(BM_XRGB(0,0,0));
1741 PA_DFX (pa_set_frontbuffer_current());
1742 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1743 PA_DFX (pa_set_backbuffer_current());
1744 gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
1746 if (Players[Player_num].lives-1 > 0) {
1747 gr_set_curfont( GAME_FONT );
1748 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
1749 PAGE_IN_GAUGE( GAUGE_LIVES );
1750 #ifdef PA_3DFX_VOODOO
1751 PA_DFX (pa_set_frontbuffer_current());
1752 gr_ubitmapm(x, y,bm);
1753 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1756 PA_DFX (pa_set_backbuffer_current());
1757 gr_ubitmapm(x, y,bm);
1758 gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
1760 // gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
1762 WIN(DDGRUNLOCK(dd_grd_curcanv));
1765 // for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
1766 // gr_ubitmapm(x,y,bm);
1772 #ifdef PIGGY_USE_PAGING
1773 extern int Piggy_bitmap_cache_next;
1778 int secs = f2i(Players[Player_num].time_level) % 60;
1779 int mins = f2i(Players[Player_num].time_level) / 60;
1781 gr_set_curfont( GAME_FONT );
1783 if (Color_0_31_0 == -1)
1784 Color_0_31_0 = gr_getcolor(0,31,0);
1785 gr_set_fontcolor(Color_0_31_0, -1 );
1787 gr_printf(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
1789 //@@#ifdef PIGGY_USE_PAGING
1793 //@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
1794 //@@ gr_get_string_size( text, &w, &h, &aw );
1795 //@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
1802 #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
1804 void add_points_to_score(int points)
1808 score_time += f1_0*2;
1809 score_display[0] += points;
1810 score_display[1] += points;
1811 if (score_time > f1_0*4) score_time = f1_0*4;
1813 if (points == 0 || Cheats_enabled)
1816 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
1819 prev_score=Players[Player_num].score;
1821 Players[Player_num].score += points;
1823 if (Newdemo_state == ND_STATE_RECORDING)
1824 newdemo_record_player_score(points);
1827 if (Game_mode & GM_MULTI_COOP)
1830 if (Game_mode & GM_MULTI)
1834 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1836 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1837 powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
1838 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1839 digi_play_sample( snd, F1_0 );
1843 void add_bonus_points_to_score(int points)
1847 if (points == 0 || Cheats_enabled)
1850 prev_score=Players[Player_num].score;
1852 Players[Player_num].score += points;
1855 if (Newdemo_state == ND_STATE_RECORDING)
1856 newdemo_record_player_score(points);
1858 if (Game_mode & GM_MULTI)
1861 if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
1863 Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
1864 if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
1865 digi_play_sample( snd, F1_0 );
1871 void init_gauge_canvases()
1873 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
1874 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
1876 Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
1877 Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
1878 Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
1879 Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
1880 Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
1881 Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
1885 void close_gauge_canvases()
1887 gr_free_canvas( Canv_LeftEnergyGauge );
1888 gr_free_canvas( Canv_SBEnergyGauge );
1889 gr_free_canvas( Canv_SBAfterburnerGauge );
1890 gr_free_canvas( Canv_RightEnergyGauge );
1891 gr_free_canvas( Canv_NumericalGauge );
1892 gr_free_canvas( Canv_AfterburnerGauge );
1899 //draw_gauges_on = 1;
1901 for (i=0; i<2; i++ ) {
1902 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)) )
1907 old_shields[i] = -1;
1911 old_afterburner[i] = -1;
1912 old_bombcount[i] = 0;
1913 old_laser_level[i] = 0;
1915 old_weapon[0][i] = old_weapon[1][i] = -1;
1916 old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
1917 Old_Omega_charge[i] = -1;
1920 cloak_fade_state = 0;
1922 weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
1925 void draw_energy_bar(int energy)
1930 // Draw left energy bar
1931 gr_set_current_canvas( Canv_LeftEnergyGauge );
1932 PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
1933 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
1934 gr_setcolor( BM_XRGB(0,0,0) );
1936 if ( !Current_display_mode )
1937 not_energy = 61 - (energy*61)/100;
1939 not_energy = 125 - (energy*125)/100;
1942 for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
1943 x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
1944 x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
1946 if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
1947 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;
1948 if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
1950 if (x2 > x1) gr_uscanline( x1, x2, y );
1954 dd_gr_set_current_canvas(get_current_game_screen()),
1955 gr_set_current_canvas( get_current_game_screen() )
1957 WIN(DDGRLOCK(dd_grd_curcanv));
1958 gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
1959 WIN(DDGRUNLOCK(dd_grd_curcanv));
1961 // Draw right energy bar
1962 gr_set_current_canvas( Canv_RightEnergyGauge );
1963 PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
1964 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
1965 gr_setcolor( BM_XRGB(0,0,0) );
1968 for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
1969 x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
1970 x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
1972 if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
1973 if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
1974 if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
1976 if (x2 > x1) gr_uscanline( x1, x2, y );
1980 dd_gr_set_current_canvas(get_current_game_screen()),
1981 gr_set_current_canvas( get_current_game_screen() )
1983 WIN(DDGRLOCK(dd_grd_curcanv));
1984 gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
1985 WIN(DDGRUNLOCK(dd_grd_curcanv));
1988 ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
2023 ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
2098 void draw_afterburner_bar(int afterburner)
2100 int not_afterburner;
2103 // Draw afterburner bar
2104 gr_set_current_canvas( Canv_AfterburnerGauge );
2105 PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
2106 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
2107 gr_setcolor( BM_XRGB(0,0,0) );
2109 not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
2111 for (y=0;y<not_afterburner;y++) {
2113 gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
2114 (Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
2118 dd_gr_set_current_canvas(get_current_game_screen()),
2119 gr_set_current_canvas( get_current_game_screen() )
2121 WIN(DDGRLOCK(dd_grd_curcanv));
2122 gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
2123 WIN(DDGRUNLOCK(dd_grd_curcanv));
2126 void draw_shield_bar(int shield)
2128 int bm_num = shield>=100?9:(shield / 10);
2130 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2131 WIN(DDGRLOCK(dd_grd_curcanv));
2132 PA_DFX (pa_set_frontbuffer_current());
2133 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2134 PA_DFX (pa_set_backbuffer_current());
2135 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2137 WIN(DDGRUNLOCK(dd_grd_curcanv));
2140 #define CLOAK_FADE_WAIT_TIME 0x400
2142 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
2144 static fix cloak_fade_timer=0;
2145 static int cloak_fade_value=GR_FADE_LEVELS-1;
2146 static int refade = 0;
2147 grs_bitmap *bm = NULL;
2149 if (Game_mode & GM_TEAM) {
2151 PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
2152 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
2155 PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
2156 bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
2160 if (old_cloak_state==-1 && cloak_state)
2163 // mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
2166 cloak_fade_value=GR_FADE_LEVELS-1;
2167 cloak_fade_state = 0;
2170 if (cloak_state==1 && old_cloak_state==0)
2171 cloak_fade_state = -1;
2172 //else if (cloak_state==0 && old_cloak_state==1)
2173 // cloak_fade_state = 1;
2175 if (cloak_state==old_cloak_state) //doing "about-to-uncloak" effect
2176 if (cloak_fade_state==0)
2177 cloak_fade_state = 2;
2180 if (cloak_fade_state)
2181 cloak_fade_timer -= FrameTime;
2183 while (cloak_fade_state && cloak_fade_timer < 0) {
2185 cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
2187 cloak_fade_value += cloak_fade_state;
2189 if (cloak_fade_value >= GR_FADE_LEVELS-1) {
2190 cloak_fade_value = GR_FADE_LEVELS-1;
2191 if (cloak_fade_state == 2 && cloak_state)
2192 cloak_fade_state = -2;
2194 cloak_fade_state = 0;
2196 else if (cloak_fade_value <= 0) {
2197 cloak_fade_value = 0;
2198 if (cloak_fade_state == -2)
2199 cloak_fade_state = 2;
2201 cloak_fade_state = 0;
2205 // To fade out both pages in a paged mode.
2206 if (refade) refade = 0;
2207 else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
2208 cloak_fade_state = -1;
2212 #if defined(POLY_ACC)
2216 Gr_scanline_darkening_level = cloak_fade_value;
2217 gr_set_current_canvas( get_current_game_screen() );
2218 PA_DFX (pa_set_frontbuffer_current());
2219 PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
2220 PA_DFX (pa_set_backbuffer_current());
2221 pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
2223 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2227 // Gr_scanline_darkening_level = GR_FADE_LEVELS;
2228 // mprintf ((1,"HEY! HIT THIS!\n"));
2236 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2237 gr_set_current_canvas(&VR_render_buffer[0])
2240 WIN(DDGRLOCK(dd_grd_curcanv));
2241 gr_ubitmap( x, y, bm);
2243 Gr_scanline_darkening_level = cloak_fade_value;
2244 gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
2245 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2246 WIN(DDGRUNLOCK(dd_grd_curcanv));
2249 dd_gr_set_current_canvas(get_current_game_screen()),
2250 gr_set_current_canvas( get_current_game_screen() )
2254 DDGRLOCK(dd_grd_curcanv);
2255 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2256 DDGRLOCK(&dd_VR_render_buffer[0]);
2259 dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
2263 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),
2264 gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
2267 if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
2268 DDGRUNLOCK(&dd_VR_render_buffer[0]);
2271 dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
2273 DDGRUNLOCK(dd_grd_curcanv);
2277 #define INV_FRAME_TIME (f1_0/10) //how long for each frame
2279 void draw_numerical_display(int shield, int energy)
2281 gr_set_current_canvas( Canv_NumericalGauge );
2282 gr_set_curfont( GAME_FONT );
2283 PAGE_IN_GAUGE( GAUGE_NUMERICAL );
2284 gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
2286 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2288 if (!Current_display_mode) {
2289 gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
2290 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2291 gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
2293 gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
2294 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2295 gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
2299 dd_gr_set_current_canvas(get_current_game_screen()),
2300 gr_set_current_canvas( get_current_game_screen() )
2302 WIN(DDGRLOCK(dd_grd_curcanv));
2303 gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
2304 WIN(DDGRUNLOCK(dd_grd_curcanv));
2311 dd_gr_set_current_canvas( get_current_game_screen() ),
2312 gr_set_current_canvas( get_current_game_screen() )
2315 WIN(DDGRLOCK(dd_grd_curcanv));
2316 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
2317 PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
2318 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
2320 PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
2321 gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
2324 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2325 PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
2326 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
2328 PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
2329 gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
2332 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2333 PAGE_IN_GAUGE( GAUGE_RED_KEY );
2334 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
2336 PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
2337 gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
2339 WIN(DDGRUNLOCK(dd_grd_curcanv));
2343 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)
2349 gr_setcolor(BM_XRGB(0,0,0));
2351 // PA_DFX (pa_set_frontbuffer_current());
2352 // PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
2353 PA_DFX (pa_set_backbuffer_current());
2354 gr_rect(box->left,box->top,box->right,box->bot);
2356 if (Current_display_mode) {
2357 bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
2358 PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
2360 bm=&GameBitmaps[Weapon_info[info_index].picture.index];
2361 PIGGY_PAGE_IN( Weapon_info[info_index].picture );
2366 // PA_DFX (pa_set_frontbuffer_current());
2367 // PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
2368 PA_DFX (pa_set_backbuffer_current());
2369 gr_ubitmapm(pic_x,pic_y,bm);
2371 gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
2373 if ((p=strchr(name,'\n'))!=NULL) {
2375 #ifdef PA_3DFX_VOODOO
2376 // pa_set_frontbuffer_current();
2377 // gr_printf(text_x,text_y,name);
2378 // gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2380 PA_DFX (pa_set_backbuffer_current());
2381 gr_printf(text_x,text_y,name);
2382 gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
2386 // PA_DFX(pa_set_frontbuffer_current());
2387 // PA_DFX (gr_printf(text_x,text_y,name));
2388 PA_DFX(pa_set_backbuffer_current());
2389 gr_printf(text_x,text_y,name);
2392 // For laser, show level and quadness
2393 if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
2396 sprintf(temp_str, "%s: 0", TXT_LVL);
2398 temp_str[5] = Players[Player_num].laser_level+1 + '0';
2400 // PA_DFX(pa_set_frontbuffer_current());
2401 // PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2402 PA_DFX(pa_set_backbuffer_current());
2403 NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
2404 PA_DFX (gr_printf(text_x,text_y+12, temp_str));
2406 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
2407 strcpy(temp_str, TXT_QUAD);
2408 // PA_DFX(pa_set_frontbuffer_current());
2409 // PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
2410 PA_DFX(pa_set_backbuffer_current());
2411 gr_printf(text_x,text_y+2*Line_spacing, temp_str);
2419 void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
2423 if (weapon_type == 0) {
2424 info_index = Primary_weapon_to_weapon_info[weapon_num];
2426 if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
2427 info_index = SUPER_LASER_ID;
2429 if (Cockpit_mode == CM_STATUS_BAR)
2430 draw_weapon_info_sub(info_index,
2431 &gauge_boxes[SB_PRIMARY_BOX],
2432 SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,
2433 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2434 SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
2436 draw_weapon_info_sub(info_index,
2437 &gauge_boxes[COCKPIT_PRIMARY_BOX],
2438 PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
2439 PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
2440 PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
2444 info_index = Secondary_weapon_to_weapon_info[weapon_num];
2446 if (Cockpit_mode == CM_STATUS_BAR)
2447 draw_weapon_info_sub(info_index,
2448 &gauge_boxes[SB_SECONDARY_BOX],
2449 SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,
2450 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2451 SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
2453 draw_weapon_info_sub(info_index,
2454 &gauge_boxes[COCKPIT_SECONDARY_BOX],
2455 SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
2456 SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
2457 SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
2461 void draw_ammo_info(int x,int y,int ammo_count,int primary)
2467 w = (grd_curcanv->cv_font->ft_w*7)/2;
2469 w = (grd_curcanv->cv_font->ft_w*5)/2;
2471 WIN(DDGRLOCK(dd_grd_curcanv));
2474 PA_DFX (pa_set_frontbuffer_current());
2476 gr_setcolor(BM_XRGB(0,0,0));
2477 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2478 gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
2479 sprintf(str,"%03d",ammo_count);
2483 PA_DFX (pa_set_backbuffer_current());
2484 gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
2488 WIN(DDGRUNLOCK(dd_grd_curcanv));
2491 void draw_secondary_ammo_info(int ammo_count)
2493 if (Cockpit_mode == CM_STATUS_BAR)
2494 draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
2496 draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
2499 //returns true if drew picture
2500 int draw_weapon_box(int weapon_type,int weapon_num)
2503 int laser_level_changed;
2506 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2507 gr_set_current_canvas(&VR_render_buffer[0])
2510 PA_DFX (pa_set_backbuffer_current());
2512 WIN(DDGRLOCK(dd_grd_curcanv));
2513 gr_set_curfont( GAME_FONT );
2515 laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
2517 if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET) {
2518 weapon_box_states[weapon_type] = WS_FADING_OUT;
2519 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
2522 if (old_weapon[weapon_type][VR_current_page] == -1) {
2523 //@@if (laser_level_changed)
2524 //@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
2527 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2528 old_weapon[weapon_type][VR_current_page] = weapon_num;
2529 old_ammo_count[weapon_type][VR_current_page]=-1;
2530 Old_Omega_charge[VR_current_page]=-1;
2531 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2533 weapon_box_states[weapon_type] = WS_SET;
2537 if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
2538 draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_page]);
2539 old_ammo_count[weapon_type][VR_current_page]=-1;
2540 Old_Omega_charge[VR_current_page]=-1;
2542 weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
2543 if (weapon_box_fade_values[weapon_type] <= 0) {
2544 weapon_box_states[weapon_type] = WS_FADING_IN;
2545 old_weapon[weapon_type][VR_current_page] = weapon_num;
2546 old_weapon[weapon_type][!VR_current_page] = weapon_num;
2547 old_laser_level[VR_current_page] = Players[Player_num].laser_level;
2548 old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
2549 weapon_box_fade_values[weapon_type] = 0;
2552 else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
2553 if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
2554 weapon_box_states[weapon_type] = WS_FADING_OUT;
2557 draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
2558 old_ammo_count[weapon_type][VR_current_page]=-1;
2559 Old_Omega_charge[VR_current_page]=-1;
2561 weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
2562 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
2563 weapon_box_states[weapon_type] = WS_SET;
2564 old_weapon[weapon_type][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
2569 if (weapon_box_states[weapon_type] != WS_SET) { //fade gauge
2570 int fade_value = f2i(weapon_box_fade_values[weapon_type]);
2571 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2573 Gr_scanline_darkening_level = fade_value;
2574 // PA_DFX (pa_set_frontbuffer_current());
2575 // 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));
2576 PA_DFX (pa_set_backbuffer_current());
2577 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);
2579 Gr_scanline_darkening_level = GR_FADE_LEVELS;
2581 WIN(DDGRUNLOCK(dd_grd_curcanv));
2584 dd_gr_set_current_canvas(get_current_game_screen()),
2585 gr_set_current_canvas(get_current_game_screen())
2592 void draw_static(int win)
2594 vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
2597 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2600 static_time[win] += FrameTime;
2601 if (static_time[win] >= vc->play_time) {
2602 weapon_box_user[win] = WBU_WEAPON;
2606 framenum = static_time[win] * vc->num_frames / vc->play_time;
2608 PIGGY_PAGE_IN(vc->frames[framenum]);
2610 bmp = &GameBitmaps[vc->frames[framenum].index];
2613 dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
2614 gr_set_current_canvas(&VR_render_buffer[0])
2616 WIN(DDGRLOCK(dd_grd_curcanv));
2617 PA_DFX (pa_set_backbuffer_current());
2618 PA_DFX (pa_bypass_mode (0));
2619 PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
2620 gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
2622 for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
2623 for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
2626 PA_DFX (pa_bypass_mode(1));
2627 PA_DFX (pa_clip_window (0,0,640,480));
2629 WIN(DDGRUNLOCK(dd_grd_curcanv));
2632 dd_gr_set_current_canvas(get_current_game_screen()),
2633 gr_set_current_canvas(get_current_game_screen())
2639 copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
2640 copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
2644 void draw_weapon_boxes()
2646 int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
2649 if (weapon_box_user[0] == WBU_WEAPON) {
2650 drew = draw_weapon_box(0,Primary_weapon);
2653 copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
2654 copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
2657 if (weapon_box_states[0] == WS_SET) {
2658 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
2659 if (Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page]) {
2660 if (Newdemo_state == ND_STATE_RECORDING)
2661 newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
2662 draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
2663 old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
2667 if (Primary_weapon == OMEGA_INDEX) {
2668 if (Omega_charge != Old_Omega_charge[VR_current_page]) {
2669 if (Newdemo_state == ND_STATE_RECORDING)
2670 newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
2671 draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
2672 Old_Omega_charge[VR_current_page] = Omega_charge;
2677 else if (weapon_box_user[0] == WBU_STATIC)
2680 if (weapon_box_user[1] == WBU_WEAPON) {
2681 drew = draw_weapon_box(1,Secondary_weapon);
2684 copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
2685 copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
2688 if (weapon_box_states[1] == WS_SET)
2689 if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
2690 old_bombcount[VR_current_page] = 0x7fff; //force redraw
2691 if (Newdemo_state == ND_STATE_RECORDING)
2692 newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
2693 draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
2694 old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
2697 else if (weapon_box_user[1] == WBU_STATIC)
2702 void sb_draw_energy_bar(energy)
2704 int erase_height, w, h, aw;
2705 char energy_str[20];
2707 gr_set_current_canvas( Canv_SBEnergyGauge );
2709 PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
2710 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_ENERGY) ] );
2712 erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
2714 if (erase_height > 0) {
2715 gr_setcolor( BM_XRGB(0,0,0) );
2716 gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
2720 dd_gr_set_current_canvas(get_current_game_screen()),
2721 gr_set_current_canvas(get_current_game_screen())
2724 WIN(DDGRLOCK(dd_grd_curcanv));
2725 PA_DFX (pa_set_frontbuffer_current());
2726 PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
2727 PA_DFX (pa_set_backbuffer_current());
2728 gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
2731 sprintf(energy_str, "%d", energy);
2732 gr_get_string_size(energy_str, &w, &h, &aw );
2733 gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
2734 PA_DFX (pa_set_frontbuffer_current());
2735 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));
2736 PA_DFX (pa_set_backbuffer_current());
2737 gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
2738 WIN(DDGRUNLOCK(dd_grd_curcanv));
2741 void sb_draw_afterburner()
2743 int erase_height, w, h, aw;
2744 char ab_str[3] = "AB";
2746 gr_set_current_canvas( Canv_SBAfterburnerGauge );
2747 PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
2748 gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER) ] );
2750 erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
2752 if (erase_height > 0) {
2753 gr_setcolor( BM_XRGB(0,0,0) );
2754 gr_rect(0,0,SB_AFTERBURNER_GAUGE_W-1,erase_height-1);
2758 dd_gr_set_current_canvas(get_current_game_screen()),
2759 gr_set_current_canvas(get_current_game_screen())
2761 WIN(DDGRLOCK(dd_grd_curcanv));
2762 PA_DFX (pa_set_frontbuffer_current());
2763 gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
2764 PA_DFX (pa_set_backbuffer_current());
2765 PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
2768 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2769 gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
2771 gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
2773 gr_get_string_size(ab_str, &w, &h, &aw );
2774 PA_DFX (pa_set_frontbuffer_current());
2775 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"));
2776 PA_DFX (pa_set_backbuffer_current());
2777 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");
2779 WIN(DDGRUNLOCK(dd_grd_curcanv));
2782 void sb_draw_shield_num(int shield)
2786 gr_set_curfont( GAME_FONT );
2787 gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
2790 PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)] );
2792 WIN(DDGRLOCK(dd_grd_curcanv));
2793 PA_DFX (pa_set_back_to_read());
2794 gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap,SB_SHIELD_NUM_X-1,SB_SHIELD_NUM_Y-1));
2795 PA_DFX (pa_set_front_to_read());
2797 PA_DFX (pa_set_frontbuffer_current());
2799 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);
2800 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);
2802 PA_DFX (pa_set_backbuffer_current());
2803 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));
2804 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));
2806 WIN(DDGRUNLOCK(dd_grd_curcanv));
2809 void sb_draw_shield_bar(int shield)
2811 int bm_num = shield>=100?9:(shield / 10);
2814 dd_gr_set_current_canvas(get_current_game_screen()),
2815 gr_set_current_canvas(get_current_game_screen())
2817 WIN(DDGRLOCK(dd_grd_curcanv));
2818 PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
2819 PA_DFX (pa_set_frontbuffer_current());
2820 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
2821 PA_DFX (pa_set_backbuffer_current());
2822 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
2824 WIN(DDGRUNLOCK(dd_grd_curcanv));
2830 int flags = Players[Player_num].flags;
2833 dd_gr_set_current_canvas(get_current_game_screen()),
2834 gr_set_current_canvas(get_current_game_screen())
2836 WIN(DDGRLOCK(dd_grd_curcanv));
2837 PA_DFX (pa_set_frontbuffer_current());
2838 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2839 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2840 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2841 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2842 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2843 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2844 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2845 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2846 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2847 #ifdef PA_3DFX_VOODOO
2848 PA_DFX (pa_set_backbuffer_current());
2849 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
2850 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
2851 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
2852 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
2853 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
2854 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
2855 bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
2856 PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
2857 gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
2860 WIN(DDGRUNLOCK(dd_grd_curcanv));
2863 // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
2864 void draw_invulnerable_ship()
2869 dd_gr_set_current_canvas(get_current_game_screen()),
2870 gr_set_current_canvas(get_current_game_screen())
2872 WIN(DDGRLOCK(dd_grd_curcanv));
2874 if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
2876 if (Cockpit_mode == CM_STATUS_BAR) {
2877 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2878 PA_DFX (pa_set_frontbuffer_current());
2879 gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
2880 PA_DFX (pa_set_backbuffer_current());
2881 PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
2883 PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
2884 PA_DFX (pa_set_frontbuffer_current());
2885 PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
2886 PA_DFX (pa_set_backbuffer_current());
2887 gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
2892 while (time > INV_FRAME_TIME) {
2893 time -= INV_FRAME_TIME;
2894 if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
2895 invulnerable_frame=0;
2897 } else if (Cockpit_mode == CM_STATUS_BAR)
2898 sb_draw_shield_bar(f2ir(Players[Player_num].shields));
2900 draw_shield_bar(f2ir(Players[Player_num].shields));
2901 WIN(DDGRUNLOCK(dd_grd_curcanv));
2904 extern int Missile_gun;
2905 extern int allowed_to_fire_laser(void);
2906 extern int allowed_to_fire_missile(void);
2908 rgb player_rgb[] = {
2919 extern ubyte Newdemo_flying_guided;
2920 extern int max_window_w;
2922 typedef struct {byte x,y;} xy;
2924 //offsets for reticle parts: high-big high-sml low-big low-sml
2925 xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
2926 xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
2927 xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
2930 void show_reticle(int force_big_one)
2933 int laser_ready,missile_ready,laser_ammo,missile_ammo;
2934 int cross_bm_num,primary_bm_num,secondary_bm_num;
2935 int use_hires_reticle,small_reticle,ofs,gauge_index;
2937 if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
2939 WIN(DDGRLOCK(dd_grd_curcanv));
2940 draw_guided_crosshair();
2941 WIN(DDGRUNLOCK(dd_grd_curcanv));
2945 x = grd_curcanv->cv_w/2;
2946 y = grd_curcanv->cv_h/2;
2948 laser_ready = allowed_to_fire_laser();
2949 missile_ready = allowed_to_fire_missile();
2951 laser_ammo = player_has_weapon(Primary_weapon,0);
2952 missile_ammo = player_has_weapon(Secondary_weapon,1);
2954 primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
2955 secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
2957 if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
2960 if (Secondary_weapon_to_gun_num[Secondary_weapon]==7)
2961 secondary_bm_num += 3; //now value is 0,1 or 3,4
2962 else if (secondary_bm_num && !(Missile_gun&1))
2965 cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
2967 Assert(primary_bm_num <= 2);
2968 Assert(secondary_bm_num <= 4);
2969 Assert(cross_bm_num <= 1);
2971 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);
2977 use_hires_reticle = (FontHires != 0);
2979 use_hires_reticle = !Scanline_double;
2982 WIN(DDGRLOCK(dd_grd_curcanv));
2985 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
2987 small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
2989 ofs = (use_hires_reticle?0:2) + small_reticle;
2991 gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
2992 PAGE_IN_GAUGE( gauge_index );
2993 gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2995 gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
2996 PAGE_IN_GAUGE( gauge_index );
2997 gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
2999 gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
3000 PAGE_IN_GAUGE( gauge_index );
3001 gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
3003 WIN(DDGRUNLOCK(dd_grd_curcanv));
3010 void hud_show_kill_list()
3012 int n_players,player_list[MAX_NUM_NET_PLAYERS];
3013 int n_left,i,x0,x1,y,save_y,fth;
3015 // ugly hack since placement of netgame players and kills is based off of
3016 // menuhires (which is always 1 for mac). This throws off placement of
3017 // players in pixel double mode.
3020 MenuHires = !(Scanline_double);
3023 if (Show_kill_list_timer > 0)
3025 Show_kill_list_timer -= FrameTime;
3026 if (Show_kill_list_timer < 0)
3030 gr_set_curfont( GAME_FONT );
3032 n_players = multi_get_kill_list(player_list);
3034 if (Show_kill_list == 3)
3040 n_left = (n_players+1)/2;
3042 //If font size changes, this code might not work right anymore
3043 //Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
3045 fth = GAME_FONT->ft_h;
3047 x0 = LHX(1); x1 = LHX(43);
3049 if (Game_mode & GM_MULTI_COOP)
3052 save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
3054 if (Cockpit_mode == CM_FULL_COCKPIT) {
3055 save_y = y -= LHX(6);
3056 if (Game_mode & GM_MULTI_COOP)
3062 for (i=0;i<n_players;i++) {
3068 if (Cockpit_mode == CM_FULL_COCKPIT)
3069 x0 = grd_curcanv->cv_w - LHX(53);
3071 x0 = grd_curcanv->cv_w - LHX(60);
3072 if (Game_mode & GM_MULTI_COOP)
3073 x1 = grd_curcanv->cv_w - LHX(27);
3075 x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
3079 if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3085 else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
3093 if (Show_kill_list == 3)
3096 player_num = player_list[i];
3098 if (Show_kill_list == 1 || Show_kill_list==2)
3102 if (Players[player_num].connected != 1)
3103 gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
3104 else if (Game_mode & GM_TEAM) {
3105 color = get_team(player_num);
3106 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[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
3116 gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
3119 if (Show_kill_list == 3)
3120 strcpy(name, Netgame.team_name[i]);
3122 strcpy(name,Players[player_num].callsign); // Note link to above if!!
3123 gr_get_string_size(name,&sw,&sh,&aw);
3124 while (sw > (x1-x0-LHX(2))) {
3125 name[strlen(name)-1]=0;
3126 gr_get_string_size(name,&sw,&sh,&aw);
3128 gr_printf(x0,y,"%s",name);
3130 if (Show_kill_list==2)
3132 if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
3133 gr_printf (x1,y,"NA");
3135 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));
3137 else if (Show_kill_list == 3)
3138 gr_printf(x1,y,"%3d",team_kills[i]);
3139 else if (Game_mode & GM_MULTI_COOP)
3140 gr_printf(x1,y,"%-6d",Players[player_num].score);
3141 else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
3142 gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
3144 gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
3157 extern int Saving_movie_frames;
3159 #define Saving_movie_frames 0
3162 //returns true if viewer can see object
3163 int see_object(int objnum)
3169 //see if we can see this player
3171 fq.p0 = &Viewer->pos;
3172 fq.p1 = &Objects[objnum].pos;
3174 fq.thisobjnum = Viewer - Objects;
3175 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
3176 fq.startseg = Viewer->segnum;
3177 fq.ignore_obj_list = NULL;
3179 hit_type = find_vector_intersection(&fq, &hit_data);
3181 return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
3185 //show names of teammates & players carrying flags
3186 void show_HUD_names()
3188 int show_team_names,show_all_names,show_flags,player_team;
3191 show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
3192 show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
3193 show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
3195 if (! (show_all_names || show_team_names || show_flags))
3198 player_team = get_team(Player_num);
3200 for (p=0;p<N_players;p++) { //check all players
3202 int show_name,has_flag;
3204 show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
3205 has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
3207 if (Newdemo_state == ND_STATE_PLAYBACK) {
3208 //if this is a demo, the objnum in the player struct is wrong,
3209 //so we search the object list for the objnum
3211 for (objnum=0;objnum<=Highest_object_index;objnum++)
3212 if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
3214 if (objnum > Highest_object_index) //not in list, thus not visible
3215 show_name = has_flag = 0; //..so don't show name
3218 objnum = Players[p].objnum;
3220 if ((show_name || has_flag) && see_object(objnum)) {
3221 g3s_point player_point;
3223 g3_rotate_point(&player_point,&Objects[objnum].pos);
3225 if (player_point.p3_codes == 0) { //on screen
3227 g3_project_point(&player_point);
3229 if (! (player_point.p3_flags & PF_OVERFLOW)) {
3232 x = player_point.p3_sx;
3233 y = player_point.p3_sy;
3235 if (show_name) { // Draw callsign on HUD
3236 char s[CALLSIGN_LEN+1];
3241 color_num = (Game_mode & GM_TEAM)?get_team(p):p;
3243 sprintf(s, "%s", Players[p].callsign);
3244 gr_get_string_size(s, &w, &h, &aw);
3245 gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
3248 gr_string (x1, y1, s);
3251 if (has_flag) { // Draw box on HUD
3254 dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
3255 dx = fixmul(dy,grd_curscreen->sc_aspect);
3260 if (Game_mode & GM_CAPTURE)
3261 gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3262 else if (Game_mode & GM_HOARD)
3264 if (Game_mode & GM_TEAM)
3265 gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
3267 gr_setcolor(BM_XRGB(0,31,0));
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);
3276 gr_line(x+dx-w,y+dy,x+dx,y+dy);
3277 gr_line(x+dx,y+dy,x+dx,y+dy-h);
3279 gr_line(x-dx,y+dy,x-dx+w,y+dy);
3280 gr_line(x-dx,y+dy,x-dx,y+dy-h);
3290 //draw all the things on the HUD
3295 if (Cockpit_mode==CM_STATUS_BAR){
3296 //ogl needs to redraw every frame, at least currently.
3298 // last_drawn_cockpit[0]=-1;
3299 // last_drawn_cockpit[1]=-1;
3302 // vr_reset_display();
3308 if (Scanline_double) // I should be shot for this ugly hack....
3311 Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
3313 if (Scanline_double)
3317 WIN(DDGRLOCK(dd_grd_curcanv));
3318 // Show score so long as not in rearview
3319 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
3322 hud_show_score_added();
3325 if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
3326 hud_show_timer_count();
3328 // Show other stuff if not in rearview or letterbox.
3329 if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
3330 if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
3331 hud_show_homing_warning();
3333 if (Cockpit_mode==CM_FULL_SCREEN) {
3336 hud_show_afterburner();
3338 if (!Saving_movie_frames)
3340 hud_show_cloak_invuln();
3342 if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
3343 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3344 old_flags[VR_current_page] = Players[Player_num].flags;
3350 if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
3354 if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
3360 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3363 if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
3367 if (!Saving_movie_frames)
3368 HUD_render_message_frame();
3370 if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
3374 if (Game_mode&GM_MULTI && Show_kill_list)
3375 hud_show_kill_list();
3379 if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
3380 HUD_render_message_frame();
3381 gr_set_curfont( GAME_FONT );
3382 gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
3383 if (Newdemo_state == ND_STATE_PLAYBACK)
3384 gr_printf(0x8000,grd_curcanv->cv_h-14,TXT_REAR_VIEW);
3386 gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
3388 WIN(DDGRUNLOCK(dd_grd_curcanv));
3391 extern short *BackBuffer;
3393 //print out some player statistics
3394 void render_gauges()
3397 static int old_display_mode = 0;
3399 static int old_display_mode = 1;
3401 int energy = f2ir(Players[Player_num].energy);
3402 int shields = f2ir(Players[Player_num].shields);
3403 int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
3407 PA_DFX (pa_set_backbuffer_current());
3409 Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
3411 // check to see if our display mode has changed since last render time --
3412 // if so, then we need to make new gauge canvases.
3415 if (old_display_mode != Current_display_mode) {
3416 close_gauge_canvases();
3417 init_gauge_canvases();
3418 old_display_mode = Current_display_mode;
3421 if (shields < 0 ) shields = 0;
3424 dd_gr_set_current_canvas(get_current_game_screen()),
3425 gr_set_current_canvas(get_current_game_screen())
3427 gr_set_curfont( GAME_FONT );
3429 if (Newdemo_state == ND_STATE_RECORDING)
3430 if (Players[Player_num].homing_object_dist >= 0)
3431 newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
3433 if (Cockpit_mode == CM_FULL_COCKPIT) {
3434 if (energy != old_energy[VR_current_page]) {
3435 if (Newdemo_state==ND_STATE_RECORDING ) {
3436 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3438 draw_energy_bar(energy);
3439 draw_numerical_display(shields, energy);
3440 old_energy[VR_current_page] = energy;
3443 if (Afterburner_charge != old_afterburner[VR_current_page]) {
3444 if (Newdemo_state==ND_STATE_RECORDING ) {
3445 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3447 draw_afterburner_bar(Afterburner_charge);
3448 old_afterburner[VR_current_page] = Afterburner_charge;
3451 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3452 draw_numerical_display(shields, energy);
3453 draw_invulnerable_ship();
3454 old_shields[VR_current_page] = shields ^ 1;
3455 } else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
3456 if (Newdemo_state==ND_STATE_RECORDING ) {
3457 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3459 draw_shield_bar(shields);
3460 draw_numerical_display(shields, energy);
3461 old_shields[VR_current_page] = shields;
3464 if (Players[Player_num].flags != old_flags[VR_current_page]) {
3465 if (Newdemo_state==ND_STATE_RECORDING )
3466 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3468 old_flags[VR_current_page] = Players[Player_num].flags;
3471 show_homing_warning();
3473 show_bomb_count(BOMB_COUNT_X,BOMB_COUNT_Y,gr_find_closest_color(0,0,0),0);
3475 } else if (Cockpit_mode == CM_STATUS_BAR) {
3477 if (energy != old_energy[VR_current_page] || frc) {
3478 if (Newdemo_state==ND_STATE_RECORDING ) {
3479 newdemo_record_player_energy(old_energy[VR_current_page], energy);
3481 sb_draw_energy_bar(energy);
3482 old_energy[VR_current_page] = energy;
3485 if (Afterburner_charge != old_afterburner[VR_current_page] || frc) {
3486 if (Newdemo_state==ND_STATE_RECORDING ) {
3487 newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
3489 sb_draw_afterburner();
3490 old_afterburner[VR_current_page] = Afterburner_charge;
3493 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
3494 draw_invulnerable_ship();
3495 old_shields[VR_current_page] = shields ^ 1;
3496 sb_draw_shield_num(shields);
3499 if (shields != old_shields[VR_current_page] || frc) { // Draw the shield gauge
3500 if (Newdemo_state==ND_STATE_RECORDING ) {
3501 newdemo_record_player_shields(old_shields[VR_current_page], shields);
3503 sb_draw_shield_bar(shields);
3504 old_shields[VR_current_page] = shields;
3505 sb_draw_shield_num(shields);
3508 if (Players[Player_num].flags != old_flags[VR_current_page] || frc) {
3509 if (Newdemo_state==ND_STATE_RECORDING )
3510 newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
3512 old_flags[VR_current_page] = Players[Player_num].flags;
3516 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
3518 if (Players[Player_num].net_killed_total != old_lives[VR_current_page] || frc) {
3520 old_lives[VR_current_page] = Players[Player_num].net_killed_total;
3525 if (Players[Player_num].lives != old_lives[VR_current_page] || frc) {
3527 old_lives[VR_current_page] = Players[Player_num].lives;
3531 if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
3532 if (Players[Player_num].net_kills_total != old_score[VR_current_page] || frc) {
3534 old_score[VR_current_page] = Players[Player_num].net_kills_total;
3538 if (Players[Player_num].score != old_score[VR_current_page] || frc) {
3540 old_score[VR_current_page] = Players[Player_num].score;
3544 sb_show_score_added();
3547 show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
3550 if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
3551 if (Cockpit_mode == CM_FULL_COCKPIT)
3552 draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
3554 draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
3556 old_cloak[VR_current_page]=cloak;
3560 draw_weapon_boxes();
3564 // ---------------------------------------------------------------------------------------------------------
3565 // Call when picked up a laser powerup.
3566 // If laser is active, set old_weapon[0] to -1 to force redraw.
3567 void update_laser_weapon_info(void)
3569 if (old_weapon[0][VR_current_page] == 0)
3570 if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
3571 old_weapon[0][VR_current_page] = -1;
3574 extern int Game_window_y;
3575 void fill_background(void);
3577 int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
3579 //draws a 3d view into one of the cockpit windows. win is 0 for left,
3580 //1 for right. viewer is object. NULL object means give up window
3581 //user is one of the WBU_ constants. If rear_view_flag is set, show a
3582 //rear view. If label is non-NULL, print the label at the top of the
3584 void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
3587 dd_grs_canvas window_canv,
3588 grs_canvas window_canv
3591 static dd_grs_canvas overlap_canv,
3592 static grs_canvas overlap_canv
3596 int saved_window_x, saved_window_y;
3599 object *viewer_save = Viewer;
3600 static int overlap_dirty[2]={0,0};
3602 static int window_x,window_y;
3604 int rear_view_save = Rear_view;
3609 if (viewer == NULL) { //this user is done
3611 Assert(user == WBU_WEAPON || user == WBU_STATIC);
3613 if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
3614 static_time[win] = 0;
3616 if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
3617 return; //already set
3619 weapon_box_user[win] = user;
3621 if (overlap_dirty[win]) {
3623 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
3624 gr_set_current_canvas(&VR_screen_pages[VR_current_page])
3627 overlap_dirty[win] = 0;
3633 update_rendered_data(win+1, viewer, rear_view_flag, user);
3635 weapon_box_user[win] = user; //say who's using window
3638 Rear_view = rear_view_flag;
3640 if (Cockpit_mode == CM_FULL_SCREEN)
3643 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
3645 if (Scanline_double)
3649 h = i2f(w) / grd_curscreen->sc_aspect;
3651 dx = (win==0)?-(w+(w/10)):(w/10);
3653 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3654 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3657 saved_window_x = window_x;
3658 saved_window_y = window_y;
3659 window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
3660 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
3664 if (Scanline_double) {
3665 window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
3666 window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
3670 //copy these vars so stereo code can get at them
3671 SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3674 dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
3675 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
3679 if (Cockpit_mode == CM_FULL_COCKPIT)
3680 boxnum = (COCKPIT_PRIMARY_BOX)+win;
3681 else if (Cockpit_mode == CM_STATUS_BAR)
3682 boxnum = (SB_PRIMARY_BOX)+win;
3686 box = &gauge_boxes[boxnum];
3690 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),
3691 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 if (Scanline_double)
3695 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);
3697 gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
3702 dd_gr_set_current_canvas(&window_canv),
3703 gr_set_current_canvas(&window_canv)
3706 #if defined(MACINTOSH) && defined(POLY_ACC)
3709 switch (Cockpit_mode)
3711 // copy these vars so stereo code can get at them
3712 // SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
3713 case CM_FULL_SCREEN:
3714 ; // do not switch contexts
3715 pa_set_3d_window_offsets(window_x, window_y);
3717 case CM_FULL_COCKPIT:
3721 pa_set_context(kSubViewZeroDrawContextID, NULL);
3725 pa_set_context(kSubViewOneDrawContextID, NULL);
3729 Int3(); // invalid cockpit mode
3734 WIN(DDGRLOCK(dd_grd_curcanv));
3740 if (Cockpit_mode != CM_FULL_SCREEN)
3748 render_frame(0, win+1);
3754 if (Cockpit_mode != CM_FULL_SCREEN)
3762 WIN(DDGRUNLOCK(dd_grd_curcanv));
3764 // HACK! If guided missile, wake up robots as necessary.
3765 if (viewer->type == OBJ_WEAPON) {
3766 // -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
3767 wake_up_rendered_objects(viewer, win+1);
3771 WIN(DDGRLOCK(dd_grd_curcanv));
3772 MAC(if (Scanline_double) FontHires = 0;) // get the right font size
3773 gr_set_curfont( GAME_FONT );
3774 if (Color_0_31_0 == -1)
3775 Color_0_31_0 = gr_getcolor(0,31,0);
3776 gr_set_fontcolor(Color_0_31_0, -1);
3777 gr_printf(0x8000,2,label);
3778 MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
3779 WIN(DDGRUNLOCK(dd_grd_curcanv));
3782 if (user == WBU_GUIDED) {
3783 WIN(DDGRLOCK(dd_grd_curcanv));
3784 draw_guided_crosshair();
3785 WIN(DDGRUNLOCK(dd_grd_curcanv));
3788 if (Cockpit_mode == CM_FULL_SCREEN) {
3789 int small_window_bottom,big_window_bottom,extra_part_h;
3791 WIN(DDGRLOCK(dd_grd_curcanv));
3793 gr_setcolor(BM_XRGB(0,0,32));
3794 gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
3796 WIN(DDGRUNLOCK(dd_grd_curcanv));
3798 //if the window only partially overlaps the big 3d window, copy
3799 //the extra part to the visible screen
3801 #ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
3805 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
3806 h = i2f(w) / grd_curscreen->sc_aspect;
3807 dx = (win==0)?-(w+(w/10)):(w/10);
3808 window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
3809 window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
3810 if (Scanline_double)
3811 window_x += ((win==0)?2:-1); // a real hack here....
3814 big_window_bottom = Game_window_y + Game_window_h - 1;
3817 window_x = saved_window_x;
3818 window_y = saved_window_y;
3819 // dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
3820 // VR_render_buffer[0].cv_bitmap.bm_w/6,
3821 // i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
3825 if (window_y > big_window_bottom) {
3827 //the small window is completely outside the big 3d window, so
3828 //copy it to the visible screen
3830 if (VR_screen_flags & VRF_USE_PAGING)
3832 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3833 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3837 dd_gr_set_current_canvas(get_current_game_screen()),
3838 gr_set_current_canvas(get_current_game_screen())
3842 if (Scanline_double)
3843 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);
3845 #endif // note link to above if
3847 dd_gr_blt_notrans(&window_canv, 0,0,0,0,
3848 dd_grd_curcanv, window_x, window_y, 0,0),
3849 gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
3852 overlap_dirty[win] = 1;
3857 small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
3858 small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
3861 if (Scanline_double)
3862 small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
3865 extra_part_h = small_window_bottom - big_window_bottom;
3867 if (extra_part_h > 0) {
3870 if (Scanline_double)
3875 dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
3876 window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
3877 window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
3878 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)
3881 if (VR_screen_flags & VRF_USE_PAGING)
3883 dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
3884 gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
3888 dd_gr_set_current_canvas(get_current_game_screen()),
3889 gr_set_current_canvas(get_current_game_screen())
3893 if (Scanline_double)
3894 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);
3896 #endif // note link to above if
3898 dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
3899 dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
3900 gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
3903 overlap_dirty[win] = 1;
3908 PA_DFX (goto skip_this_junk);
3911 dd_gr_set_current_canvas(get_current_game_screen()),
3912 gr_set_current_canvas(get_current_game_screen())
3916 copy_gauge_box(box,&dd_VR_render_buffer[0]),
3917 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
3920 if (Scanline_double)
3921 copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
3923 // Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
3926 copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
3931 PA_DFX(skip_this_junk:)
3933 #if defined(MACINTOSH) && defined(POLY_ACC)
3936 pa_set_context(kGamePlayDrawContextID, NULL);
3940 //force redraw when done
3941 old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
3945 Viewer = viewer_save;
3947 Rear_view = rear_view_save;
3951 void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
3954 gauge_box* currentGaugeBox = NULL;
3961 Assert(outBoundsRect);
3962 Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
3963 Assert(!Scanline_double);
3965 switch (Cockpit_mode)
3967 case CM_FULL_SCREEN:
3968 // note: this calculation is taken from do_cockpit_window_view for the full
3971 w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
3972 h = (i2f(w)) / (grd_curscreen->sc_aspect);
3974 dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
3976 window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
3977 window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
3979 outBoundsRect->top = window_x;
3980 outBoundsRect->left = window_y;
3981 outBoundsRect->bottom = window_x + w;
3982 outBoundsRect->right = window_y + h;
3985 case CM_FULL_COCKPIT:
3987 if (inSubWindowNum == 0)
3989 boxNumber = SB_PRIMARY_BOX;
3993 boxNumber = SB_SECONDARY_BOX;
3996 //boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
3997 currentGaugeBox = &gauge_boxes[boxNumber];
3998 Assert(currentGaugeBox);
4000 outBoundsRect->top = currentGaugeBox->top;
4001 outBoundsRect->left = currentGaugeBox->left;
4002 outBoundsRect->bottom = currentGaugeBox->bot + 1;
4003 outBoundsRect->right = currentGaugeBox->right + 1;