2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Hud/HUDreticle.cpp $
15 * C module to draw and manage the recticle
18 * Revision 1.3 2002/06/09 04:41:21 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:45 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:09 root
28 * 14 10/27/99 10:04p Jefff
29 * changed german match speed indicator
31 * 13 10/14/99 2:50p Jefff
34 * 12 8/28/99 4:54p Dave
35 * Fixed directives display for multiplayer clients for wings with
36 * multiple waves. Fixed hud threat indicator rendering color.
38 * 11 8/09/99 3:14p Dave
39 * Make "launch" warning gauge draw in code.
41 * 10 6/10/99 3:43p Dave
42 * Do a better job of syncing text colors to HUD gauges.
44 * 9 6/08/99 10:48a Jasenw
45 * new coords for new HUD stuff
47 * 8 6/03/99 2:31p Jasenw
48 * changed coords and removed weapon indicators.
50 * 7 1/07/99 2:21p Jasen
53 * 6 1/07/99 9:07a Jasen
56 * 5 12/28/98 3:17p Dave
57 * Support for multiple hud bitmap filenames for hi-res mode.
59 * 4 12/21/98 5:02p Dave
60 * Modified all hud elements to be multi-resolution friendly.
62 * 3 11/05/98 4:18p Dave
63 * First run nebula support. Beefed up localization a bit. Removed all
64 * conditional compiles for foreign versions. Modified mission file
67 * 2 10/07/98 10:53a Dave
70 * 1 10/07/98 10:49a Dave
72 * 69 8/28/98 3:28p Dave
73 * EMP effect done. AI effects may need some tweaking as required.
75 * 68 8/25/98 1:48p Dave
76 * First rev of EMP effect. Player side stuff basically done. Next comes
79 * 67 6/12/98 4:52p Hoffoss
80 * Added support for special characters in in forgeign languages.
82 * 66 6/09/98 5:17p Lawrance
83 * French/German localization
85 * 65 6/09/98 10:31a Hoffoss
86 * Created index numbers for all xstr() references. Any new xstr() stuff
87 * added from here on out should be added to the end if the list. The
88 * current list count can be found in FreeSpace.cpp (search for
91 * 64 5/21/98 7:18p Lawrance
92 * Don't flash 'launch' for attempted lock
94 * 63 5/13/98 1:53p Lawrance
95 * If no secondary banks on a ship, show correct reticle gauge
97 * 62 5/06/98 8:05p Dave
98 * Made standalone reset properly under weird conditions. Tweak
99 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
100 * countdown anim. Minro ui fixes/tweaks.
102 * 61 5/05/98 5:51p Lawrance
103 * Draw HUD center crosshair with bright alpha index
105 * 60 5/04/98 6:12p Lawrance
106 * fix progblems with weapon gauges in situation when weapons are on ship
108 * 59 5/01/98 4:22p Lawrance
109 * Use ship->weapons instead of sip when displaying weapon linking gauge
111 * 58 4/13/98 11:19a Lawrance
112 * fix launch threat indicator
114 * 57 4/08/98 10:34p Allender
115 * make threat indicators work in multiplayer. Fix socket problem (once
118 * 56 3/26/98 5:26p John
119 * added new paging code. nonfunctional.
121 * 55 2/23/98 6:49p Lawrance
122 * Use gr_aabitmap_ex() instead of clipping regions
124 * 54 2/22/98 4:17p John
125 * More string externalization classification... 190 left to go!
127 * 53 2/22/98 12:19p John
128 * Externalized some strings
130 * 52 2/12/98 4:58p Lawrance
131 * Change to new flashing method.
133 * 51 2/09/98 9:07p Lawrance
134 * Ensure 'evaded' popup has precedence over 'launch' popup
136 * 50 1/25/98 10:31p Lawrance
137 * Don't draw most hud gauges when viewing from another ship.
139 * 49 1/19/98 11:37p Lawrance
140 * Fixing Optimization build warnings
142 * 48 1/14/98 10:21a Lawrance
143 * Draw reticle correctly when gauges are disabled.
145 * 47 1/08/98 3:20p Johnson
146 * ALAN: Ensure entire throttle gauge flashes
148 * 46 1/05/98 9:38p Lawrance
149 * Implement flashing HUD gauges.
151 * 45 1/02/98 9:10p Lawrance
152 * Big changes to how colors get set on the HUD.
154 * 44 12/16/97 9:13p Lawrance
155 * Integrate new gauges into HUD config.
157 * 43 12/10/97 10:02p Lawrance
158 * Change weapon linking to use flags.
160 * 42 12/08/97 1:49p Lawrance
161 * only play threat lock sound when a lock is being attempted
163 * 41 11/17/97 6:37p Lawrance
164 * new gauges: extended target view, new lock triangles, support ship view
166 * 40 11/11/97 10:25p Lawrance
167 * add sound hook for when missile threat flashes
169 * 39 11/11/97 5:05p Lawrance
170 * get threat indicator working more reliably
172 * 38 11/05/97 11:20p Lawrance
173 * add speed numbers to the reticle
175 * 37 11/04/97 7:49p Lawrance
176 * integrating new HUD reticle and shield icons
178 * 36 11/03/97 5:38p Dave
179 * Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type.
180 * Restructured HUD_config structs/flags.
188 #include "hudreticle.h"
194 #include "freespace.h"
201 #include "hudtargetbox.h"
204 #include "localize.h"
206 static int Reticle_inited = 0;
208 #define NUM_RETICLE_ANIS 6 // keep up to date when modifying the number of reticle ani files
210 #define RETICLE_TOP_ARC 0
211 #define RETICLE_LASER_WARN 1
212 #define RETICLE_LOCK_WARN 2
213 #define RETICLE_LEFT_ARC 3
214 #define RETICLE_RIGHT_ARC 4
215 //#define RETICLE_ONE_PRIMARY 5
216 //#define RETICLE_TWO_PRIMARY 6
217 //#define RETICLE_ONE_SECONDARY 7
218 //#define RETICLE_TWO_SECONDARY 8
219 //#define RETICLE_THREE_SECONDARY 9
220 // #define RETICLE_LAUNCH_LABEL 5
221 #define RETICLE_CENTER 5
223 int Hud_throttle_frame_h[GR_NUM_RESOLUTIONS] = {
227 int Hud_throttle_frame_w[GR_NUM_RESOLUTIONS] = {
231 int Hud_throttle_frame_bottom_y[GR_NUM_RESOLUTIONS] = {
235 int Hud_throttle_h[GR_NUM_RESOLUTIONS] = {
239 int Hud_throttle_bottom_y[GR_NUM_RESOLUTIONS] = {
243 int Hud_throttle_aburn_h[GR_NUM_RESOLUTIONS] = {
247 int Hud_throttle_aburn_button[GR_NUM_RESOLUTIONS] = {
252 int Outer_circle_radius[GR_NUM_RESOLUTIONS] = {
257 int Hud_reticle_center[GR_NUM_RESOLUTIONS][2] = {
266 char Reticle_frame_names[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][MAX_FILENAME_LEN] =
300 // reticle frame coords
301 int Reticle_frame_coords[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][2] = {
332 // "launch" gauge coords
333 int Reticle_launch_coords[GR_NUM_RESOLUTIONS][2] = {
342 hud_frames Reticle_gauges[NUM_RETICLE_ANIS];
344 #define THREAT_DUMBFIRE (1<<0)
345 #define THREAT_ATTEMPT_LOCK (1<<1)
346 #define THREAT_LOCK (1<<2)
348 #define THREAT_UPDATE_DUMBFIRE_TIME 1000 // time between checking for dumbfire threats
349 #define THREAT_UPDATE_LOCK_TIME 500 // time between checking for lock threats
351 #define THREAT_DUMBFIRE_FLASH 180
352 #define THREAT_LOCK_FLASH 180
353 static int Threat_dumbfire_timer; // timestamp for when to show next flashing frame for dumbfire threat
354 static int Threat_lock_timer; // timestamp for when to show next flashing frame for lock threat
356 static int Threat_dumbfire_frame; // frame offset of current dumbfire flashing warning
357 static int Threat_lock_frame; // frame offset of current lock flashing warning
360 static int Max_speed_coords[GR_NUM_RESOLUTIONS][2] =
369 static int Zero_speed_coords[GR_NUM_RESOLUTIONS][2] = {
378 // Called at the start of each level.. use Reticle_inited so we only load frames once
379 void hud_init_reticle()
384 Threat_dumbfire_timer = timestamp(0);
385 Threat_lock_timer = timestamp(0);
386 Threat_dumbfire_frame = 1;
387 Threat_lock_frame = 1;
388 Player->threat_flags = 0;
389 Player->update_dumbfire_time = timestamp(0);
390 Player->update_lock_time = timestamp(0);
392 if ( Reticle_inited ) {
396 for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
397 hfp = &Reticle_gauges[i];
398 hfp->first_frame = bm_load_animation(Reticle_frame_names[gr_screen.res][i], &hfp->num_frames);
399 if ( hfp->first_frame < 0 ) {
400 Warning(LOCATION,"Cannot load hud ani: %s\n", Reticle_frame_names[gr_screen.res][i]);
407 // called once per frame to update the reticle gauges. Makes calls to
408 // ship_dumbfire_threat() and ship_lock_threat() and updates Threat_flags.
409 void hud_update_reticle( player *pp )
414 // multiplayer clients won't call this routine
415 if ( MULTIPLAYER_CLIENT || MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM]))
418 shipp = &Ships[Objects[pp->objnum].instance];
420 if ( ship_dumbfire_threat(shipp) ) {
421 pp->threat_flags |= THREAT_DUMBFIRE;
422 pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
425 if ( timestamp_elapsed(pp->update_dumbfire_time) ) {
426 pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
427 pp->threat_flags &= ~THREAT_DUMBFIRE;
430 if ( timestamp_elapsed(pp->update_lock_time) ) {
431 pp->threat_flags &= ~(THREAT_LOCK | THREAT_ATTEMPT_LOCK);
432 pp->update_lock_time = timestamp(THREAT_UPDATE_LOCK_TIME);
433 rval = ship_lock_threat(shipp);
435 pp->threat_flags |= THREAT_ATTEMPT_LOCK;
436 } else if ( rval == 2 ) {
437 pp->threat_flags |= THREAT_LOCK;
442 // draw left arc (the dark portion of the throttle gauge)
443 void hud_render_throttle_background(int y_end)
447 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
449 x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
450 y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
452 bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
455 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1, x, y, w, y_end-y+1, 0, 0);
459 // draw left arc (the bright portion of the throttle gauge)
460 void hud_render_throttle_foreground(int y_end)
464 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
466 x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
467 y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
469 bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
471 if ( y_end < Hud_throttle_frame_bottom_y[gr_screen.res] ) {
472 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+2, x, y_end, w, h-(y_end-y), 0, y_end-y);
476 // Draw the throttle speed number
477 void hud_render_throttle_speed(float current_speed, int y_end)
480 int sx, sy, x_pos, y_pos, w, h;
482 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
484 // y_end is the y-coordinate of the current throttle setting, calc x-coordinate for edge of
485 // circle (x^2 + y^2 = r^2)
486 y_pos = Hud_reticle_center[gr_screen.res][1] - y_end;
487 x_pos = (int)sqrt(double(Outer_circle_radius[gr_screen.res] * Outer_circle_radius[gr_screen.res] - y_pos * y_pos) );
488 x_pos = Hud_reticle_center[gr_screen.res][0] - x_pos;
490 // draw current speed at (x_pos, y_end);
491 sprintf(buf, "%d", fl2i(current_speed+0.5f));
492 hud_num_make_mono(buf);
493 gr_get_string_size(&w, &h, buf);
495 sy = fl2i(y_end - h/2.0f + 1.5);
496 gr_printf(sx, sy, buf);
498 if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET ) {
500 if ( current_speed <= 9.5 ) {
505 #if defined(GERMAN_BUILD)
506 // print an m, cuz the voice says its an m.
507 // its a normal m cuz the german font has no special m (its an a)
508 gr_string(sx+offset, sy + h, "m");
510 gr_printf(sx+offset, sy + h, "%c", Lcl_special_chars + 3);
515 // draw the "desired speed" bar on the throttle
516 void hud_render_throttle_line(int y)
518 // hud_set_bright_color();
519 hud_set_gauge_color(HUD_THROTTLE_GAUGE, HUD_C_BRIGHT);
521 GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+3, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], y, Hud_throttle_frame_w[gr_screen.res], 1, 0, y-Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
524 // Draw the throttle gauge along the left arc of the reticle
525 void hud_show_throttle()
527 float desired_speed, max_speed, current_speed, percent_max, percent_aburn_max;
528 int desired_y_pos, y_end;
531 sip = &Ship_info[Player_ship->ship_info_index];
533 current_speed = Player_obj->phys_info.fspeed;
534 if ( current_speed < 0.0f){
535 current_speed = 0.0f;
538 max_speed = Ships[Player_obj->instance].current_max_speed;
539 if ( max_speed <= 0 ) {
540 max_speed = sip->max_vel.z;
543 desired_speed = Player->ci.forward * max_speed;
544 if ( desired_speed < 0.0f ){ // so ships that go backwards don't force the indicators below where they can go
545 desired_speed = 0.0f;
548 desired_y_pos = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*desired_speed/max_speed+0.5f) - 1;
550 Assert(max_speed != 0);
551 percent_max = current_speed / max_speed;
553 percent_aburn_max = 0.0f;
554 if ( percent_max > 1 ) {
556 percent_aburn_max = (current_speed - max_speed) / (sip->afterburner_max_vel.z - max_speed);
557 if ( percent_aburn_max > 1.0f ) {
558 percent_aburn_max = 1.0f;
560 if ( percent_aburn_max < 0 ) {
561 percent_aburn_max = 0.0f;
565 y_end = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*percent_max+0.5f);
566 if ( percent_aburn_max > 0 ) {
567 y_end -= fl2i(percent_aburn_max * Hud_throttle_aburn_h[gr_screen.res] + 0.5f);
570 if ( Player_obj->phys_info.flags & PF_AFTERBURNER_ON ) {
574 // draw left arc (the dark portion of the throttle gauge)
575 // hud_render_throttle_background(y_end);
577 // draw throttle speed number
578 hud_render_throttle_speed(current_speed, y_end);
580 // draw the "desired speed" bar on the throttle
581 hud_render_throttle_line(desired_y_pos);
583 // draw left arc (the bright portion of the throttle gauge)
584 hud_render_throttle_foreground(y_end);
586 gr_printf(Max_speed_coords[gr_screen.res][0], Max_speed_coords[gr_screen.res][1], "%d",fl2i(max_speed));
587 gr_printf(Zero_speed_coords[gr_screen.res][0], Zero_speed_coords[gr_screen.res][1], XSTR( "0", 292));
591 // Draw the primary and secondary weapon indicators along the right arc of the reticle
592 void hud_show_reticle_weapons()
594 int gauge_index=0, frame_offset=0;
597 swp = &Player_ship->weapons;
599 switch( swp->num_primary_banks ) {
605 gauge_index = RETICLE_ONE_PRIMARY;
606 if ( Player_ship->weapons.current_primary_bank == -1 ) {
614 gauge_index = RETICLE_TWO_PRIMARY;
615 if ( swp->current_primary_bank == -1 ) {
618 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
621 if ( swp->current_primary_bank == 0 ) {
631 Int3(); // shouldn't happen (get Alan if it does)
636 if ( gauge_index != -1 ) {
637 GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
640 int num_banks = swp->num_secondary_banks;
641 if ( num_banks <= 0 ) {
642 num_banks = Ship_info[Player_ship->ship_info_index].num_secondary_banks;
645 switch( num_banks ) {
652 gauge_index = RETICLE_ONE_SECONDARY;
656 gauge_index = RETICLE_TWO_SECONDARY;
660 gauge_index = RETICLE_THREE_SECONDARY;
664 Int3(); // shouldn't happen (get Alan if it does)
669 if ( gauge_index != -1 ) {
670 if ( swp->num_secondary_banks <= 0 ) {
673 frame_offset = swp->current_secondary_bank+1;
676 GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
681 // Draw the lock threat gauge on the HUD. Use Threat_flags to determine if a
682 // threat exists, and draw flashing frames.
683 void hud_show_lock_threat()
687 if ( Player->threat_flags & (THREAT_LOCK | THREAT_ATTEMPT_LOCK) ) {
688 if ( timestamp_elapsed(Threat_lock_timer) ) {
689 if ( Player->threat_flags & THREAT_LOCK ) {
690 Threat_lock_timer = timestamp(fl2i(THREAT_LOCK_FLASH/2.0f));
692 Threat_lock_timer = timestamp(THREAT_LOCK_FLASH);
695 if ( Threat_lock_frame > 2 ) {
696 Threat_lock_frame = 1;
698 if ( (Threat_lock_frame == 2) && (Player->threat_flags & THREAT_ATTEMPT_LOCK ) ) {
699 snd_play( &Snds[SND_THREAT_FLASH]);
702 frame_offset = Threat_lock_frame;
707 hud_set_gauge_color(HUD_THREAT_GAUGE);
709 GR_AABITMAP(Reticle_gauges[RETICLE_LOCK_WARN].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][1]);
712 if ( (frame_offset > 0) && (Player->threat_flags & THREAT_LOCK) ) {
713 if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) {
716 if(frame_offset % 2){
721 // GR_AABITMAP(Reticle_gauges[RETICLE_LAUNCH_LABEL].first_frame+frame_offset%2, Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][0], Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][1]);
723 // use hud text flash gauge code
724 hud_show_text_flash_icon(XSTR("Launch", 1507), Reticle_launch_coords[gr_screen.res][1], bright);
729 // Draw the dumbfire threat gauge on the HUD. Use Threat_flags to determine if a
730 // threat exists, and draw flashing frames.
731 void hud_show_dumbfire_threat()
735 if ( Player->threat_flags & THREAT_DUMBFIRE ) {
736 if ( timestamp_elapsed(Threat_dumbfire_timer) ) {
737 Threat_dumbfire_timer = timestamp(THREAT_DUMBFIRE_FLASH);
738 Threat_dumbfire_frame++;
739 if ( Threat_dumbfire_frame > 2 ) {
740 Threat_dumbfire_frame = 1;
743 frame_offset = Threat_dumbfire_frame;
748 hud_set_gauge_color(HUD_THREAT_GAUGE);
750 GR_AABITMAP(Reticle_gauges[RETICLE_LASER_WARN].first_frame + frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][1]);
753 // Draw the center of the reticle
754 void hud_show_center_reticle()
756 Assert(Reticle_gauges[RETICLE_CENTER].first_frame != -1 );
758 // hud_set_default_color();
759 // hud_set_bright_color();
760 hud_set_gauge_color(HUD_CENTER_RETICLE, HUD_C_BRIGHT);
762 GR_AABITMAP(Reticle_gauges[RETICLE_CENTER].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][0], Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][1]);
765 // Draw top portion of reticle
766 void hud_show_top_arc()
768 hud_set_gauge_color(HUD_CENTER_RETICLE);
770 // hud_set_default_color();
771 if ( hud_gauge_active(HUD_THREAT_GAUGE) ) {
773 GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
775 // draw dumbfire threat
776 hud_show_dumbfire_threat();
779 hud_show_lock_threat();
781 // draw top arc without any holes
782 GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
786 // Draw right portion of reticle
787 void hud_show_right_arc()
789 hud_set_gauge_color(HUD_CENTER_RETICLE);
791 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
793 // draw the weapons indicators in the holes along the right arc
795 if ( hud_gauge_active(HUD_WEAPON_LINKING_GAUGE) ) {
796 // draw right arc with holes in it
797 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
799 // the following line was removed by Jasen to get rid of "undeclared identifier"
801 // hud_show_reticle_weapons();
803 // draw right arc without any holes
804 GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
809 // Draw the left portion of the reticle
810 void hud_show_left_arc()
812 // draw left arc (the dark portion of the throttle gauge)
813 hud_set_gauge_color(HUD_CENTER_RETICLE);
814 GR_AABITMAP(Reticle_gauges[RETICLE_LEFT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
817 if ( hud_gauge_active(HUD_THROTTLE_GAUGE) ) {
818 hud_set_gauge_color(HUD_THROTTLE_GAUGE);
823 // called once per frame from HUD_render_2d() to draw the reticle gauges
824 void hud_show_reticle()
826 if ( !(Viewer_mode & VM_OTHER_SHIP) ) {
828 hud_show_right_arc();
832 // draw the center of the reticle
833 if ( hud_gauge_active(HUD_CENTER_RETICLE) ) {
834 hud_show_center_reticle();
838 void hudreticle_page_in()
843 for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
844 hfp = &Reticle_gauges[i];
845 bm_page_in_aabitmap( hfp->first_frame, hfp->num_frames);