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/Radar/Radar.cpp $
15 * C module containg functions to display and manage the radar
18 * Revision 1.5 2002/06/17 06:33:10 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.4 2002/06/09 04:41:25 relnev
22 * added copyright header
24 * Revision 1.3 2002/06/02 04:26:34 relnev
27 * Revision 1.2 2002/05/07 03:16:51 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:10 root
34 * 14 8/23/99 8:38p Andsager
35 * Added see_all debug console command for turning radar range infinite in
36 * nebula (but not targeting).
38 * 13 6/10/99 3:43p Dave
39 * Do a better job of syncing text colors to HUD gauges.
41 * 12 6/07/99 4:21p Andsager
42 * Add HUD color for tagged object. Apply to target and radar.
44 * 11 6/02/99 12:52p Andsager
45 * Added team-wide ship visibility. Implemented for player.
47 * 10 1/25/99 5:03a Dave
48 * First run of stealth, AWACS and TAG missile support. New mission type
51 * 9 1/12/99 5:45p Dave
52 * Moved weapon pipeline in multiplayer to almost exclusively client side.
53 * Very good results. Bandwidth goes down, playability goes up for crappy
54 * connections. Fixed object update problem for ship subsystems.
56 * 8 12/30/98 9:34a Jasen
57 * updated coords for hi res
59 * 7 12/29/98 7:29p Dave
60 * Added some missing hi-res hud coord globalizations.
62 * 6 12/29/98 2:30p Jasen
63 * added some new coords for 1024 HUD stuff
65 * 5 12/28/98 3:17p Dave
66 * Support for multiple hud bitmap filenames for hi-res mode.
68 * 4 11/05/98 4:18p Dave
69 * First run nebula support. Beefed up localization a bit. Removed all
70 * conditional compiles for foreign versions. Modified mission file
73 * 3 10/13/98 9:29a Dave
74 * Started neatening up freespace.h. Many variables renamed and
75 * reorganized. Added AlphaColors.[h,cpp]
77 * 2 10/07/98 10:53a Dave
80 * 1 10/07/98 10:51a Dave
82 * 90 8/28/98 3:29p Dave
83 * EMP effect done. AI effects may need some tweaking as required.
85 * 89 8/25/98 1:48p Dave
86 * First rev of EMP effect. Player side stuff basically done. Next comes
89 * 88 6/12/98 4:52p Hoffoss
90 * Added support for special characters in in forgeign languages.
92 * 87 6/09/98 10:31a Hoffoss
93 * Created index numbers for all xstr() references. Any new xstr() stuff
94 * added from here on out should be added to the end if the list. The
95 * current list count can be found in FreeSpace.cpp (search for
98 * 86 5/19/98 10:26a John
99 * Fixed bug with radar blips not drawing in hardware.
101 * 85 5/19/98 9:12a John
102 * Made radar blips render as font characters 132 and 133. Needs a new
103 * font01.vf in the data tree.
105 * 84 5/08/98 11:22a Allender
106 * fix ingame join trouble. Small messaging fix. Enable collisions for
109 * 83 5/01/98 12:24p Jim
110 * don't process radar_plot_obj on the standalone server
112 * 82 4/07/98 4:05p Lawrance
113 * Only show hostile bombs on radar.
115 * 81 3/26/98 5:26p John
116 * added new paging code. nonfunctional.
118 * 80 3/15/98 3:11p Lawrance
119 * Always draw target radar blip bright.
121 * 79 3/11/98 5:33p Lawrance
122 * Support rendering and targeting of jump nodes
124 * 78 3/03/98 8:12p Lawrance
125 * Draw cargo as gray dots
127 * 77 2/22/98 4:30p John
128 * More string externalization classification
130 * 76 2/22/98 2:48p John
131 * More String Externalization Classification
133 * 75 2/21/98 3:26p Lawrance
134 * Improve how blips get drawn for ships immune to sensors.
136 * 74 2/16/98 11:58p Lawrance
137 * Add support for SF_HIDDEN_FROM_SENSORS flag.
139 * 73 2/13/98 4:08p Lawrance
140 * Use more accurate distance formula when plotting radar dots... fixes
141 * "dead zone" black spot.
143 * 72 2/12/98 4:58p Lawrance
144 * Change to new flashing method.
146 * 71 2/11/98 12:04a Lawrance
147 * Only show bombs on radar, change code to use much less data.
149 * 70 2/10/98 11:46a Lawrance
150 * Ensure TEAM_TRAITOR views other TEAM_TRAITOR ships as hostile.
160 #include "floating.h"
174 #include "hudtarget.h"
175 #include "hudconfig.h"
176 #include "subsysdamage.h"
179 #include "linklist.h"
182 #include "freespace.h"
183 #include "localize.h"
186 int Radar_radius[GR_NUM_RESOLUTIONS][2] = {
195 float Radar_center[GR_NUM_RESOLUTIONS][2] = {
204 int Radar_coords[GR_NUM_RESOLUTIONS][2] = {
212 char Radar_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = {
217 int Radar_blip_radius_normal[GR_NUM_RESOLUTIONS] = {
221 int Radar_blip_radius_target[GR_NUM_RESOLUTIONS] = {
226 #define BLIP_MUTATE_TIME 100
230 #define MAX_RADAR_LEVELS 2 // bright and dim radar dots are allowed
232 #define BLIP_CURRENT_TARGET (1<<0)
233 #define BLIP_DRAW_DIM (1<<1) // object is farther than Radar_dim_range units away
234 #define BLIP_DRAW_DISTORTED (1<<2) // object is resistant to sensors, so draw distorted
236 typedef struct blip {
239 int flags; // BLIP_ flags defined above
242 #define MAX_BLIPS 150
243 typedef struct rcol {
247 #define MAX_RADAR_COLORS 9
249 #define RCOL_HOSTILE 0
250 #define RCOL_FRIENDLY 1
251 #define RCOL_UNKNOWN 2
252 #define RCOL_NEUTRAL 3
254 #define RCOL_NAVBUOYS 5
255 #define RCOL_WARPING_SHIP 6
256 #define RCOL_JUMP_NODE 7
257 #define RCOL_TAGGED 8
259 static float Radar_dim_range; // range at which we start dimming the radar blips
260 static int Radar_calc_dim_dist_timer; // timestamp at which we recalc Radar_dim_range
262 #define NUM_FLICKER_TIMERS 2
263 static int Radar_flicker_timer[NUM_FLICKER_TIMERS]; // timestamp used to flicker blips on and off
264 static int Radar_flicker_on[NUM_FLICKER_TIMERS]; // status of flickering
266 #define RADAR_BLIP_BRIGHT 0
267 #define RADAR_BLIP_DIM 1
269 rcol Radar_color_rgb[MAX_RADAR_LEVELS][MAX_RADAR_COLORS] = {
270 {{ 0xff, 0x00, 0x00}, // hostile (red)
271 { 0x00, 0xff, 0x00}, // friendly (green)
272 { 0xff, 0x00, 0xff}, // unknown (purple)
273 { 0xff, 0x00, 0x00}, // neutral (red)
274 { 0x7f, 0x7f, 0x00}, // homing missile (yellow)
275 { 0x7f, 0x7f, 0x7f}, // navbuoy or cargo (gray)
276 { 0x00, 0x00, 0xff}, // warp ship (blue)
277 { 0x7f, 0x7f, 0x7f}, // jump node (gray)
278 { 0xff, 0xff, 0x00}}, // tagged (yellow)
280 // 1/3 intensity of above colors
281 {{ 0x7f, 0x00, 0x00}, // hostile (red)
282 { 0x00, 0x7f, 0x00}, // friendly (green)
283 { 0x7f, 0x00, 0x7f}, // unknown (purple)
284 { 0x7f, 0x00, 0x00}, // neutral (red)
285 { 0x40, 0x40, 0x00}, // homing missile (yellow)
286 { 0x40, 0x40, 0x40}, // navbuoy or cargo (gray)
287 { 0x00, 0x00, 0x7f}, // warp ship (blue)
288 { 0x40, 0x40, 0x40}, // jump node (gray)
289 { 0x7f, 0x7f, 0x00}}, // tagged (yellow)
292 color Radar_colors[MAX_RADAR_LEVELS][MAX_RADAR_COLORS];
294 blip Blip_bright_list[MAX_RADAR_COLORS]; // linked list of bright blips
295 blip Blip_dim_list[MAX_RADAR_COLORS]; // linked list of dim blips
296 blip Blips[MAX_BLIPS]; // blips pool
297 int N_blips; // next blip index to take from pool
299 float Radar_farthest_dist = 1000.0f;
300 static int Blip_mutate_id;
302 static int Radar_static_playing; // is static currently playing on the radar?
303 static int Radar_static_next; // next time to toggle static on radar
304 static int Radar_avail_prev_frame; // was radar active last frame?
305 static int Radar_death_timer; // timestamp used to play static on radar
306 int Radar_static_looping; // id for looping radar static sound
308 static hud_frames Radar_gauge;
310 int Radar_dist_coords[GR_NUM_RESOLUTIONS][RR_MAX_RANGES][2] =
315 {368, 461} // infinity
320 {596, 741} // infinity
324 // forward declarations
325 void draw_radar_blips(int desired_color, int is_dim, int distort=0);
331 Radar_gauge.first_frame = bm_load_animation(Radar_fname[gr_screen.res], &Radar_gauge.num_frames);
332 if ( Radar_gauge.first_frame < 0 ) {
333 Warning(LOCATION,"Cannot load hud ani: %s\n", Radar_fname[gr_screen.res]);
336 for (i=0; i<MAX_RADAR_LEVELS; i++ ) {
337 for (j=0; j<MAX_RADAR_COLORS; j++ ) {
338 gr_init_alphacolor( &Radar_colors[i][j], Radar_color_rgb[i][j].r, Radar_color_rgb[i][j].g, Radar_color_rgb[i][j].b, 255 );
345 // determine what color the object blip should be drawn as
346 int radar_blip_color(object *objp)
353 shipp = &Ships[objp->instance];
354 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
355 color = RCOL_WARPING_SHIP;
356 } else if ( ship_is_tagged(objp) ) {
358 } else if ( Ship_info[shipp->ship_info_index].flags & (SIF_NAVBUOY|SIF_CARGO) ) {
359 color = RCOL_NAVBUOYS;
361 if ( (Player_ship->team == shipp->team) && (Player_ship->team != TEAM_TRAITOR) ) {
362 color = RCOL_FRIENDLY;
364 switch (shipp->team) {
368 color = RCOL_HOSTILE;
371 color = RCOL_NEUTRAL;
374 color = RCOL_UNKNOWN;
377 color = RCOL_HOSTILE;
378 Int3(); // Bogus team id in shipp->team
388 color = RCOL_JUMP_NODE;
391 Error(LOCATION, "Illegal ship type in radar.");
399 DCF_BOOL(see_all, See_all)
401 void radar_plot_object( object *objp )
404 float dist, rscale, zdist, max_radar_dist;
405 int xpos, ypos, color=0;
406 vector *world_pos = &objp->pos;
409 // don't process anything here. Somehow, a jumpnode object caused this function
410 // to get entered on server side.
411 if( Game_mode & GM_STANDALONE_SERVER ){
415 // multiplayer clients ingame joining should skip this function
416 if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
420 // get team-wide awacs level for the object if not ship
421 int ship_is_visible = 0;
422 if (objp->type == OBJ_SHIP) {
423 if (Player_ship != NULL) {
424 if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
430 // only check awacs level if ship is not visible by team
432 if (Player_ship != NULL && !ship_is_visible) {
433 awacs_level = awacs_get_level(objp, Player_ship);
436 // if the awacs level is unviewable - bail
437 if(awacs_level < 0.0f && !See_all){
441 // Apply object type filters
442 switch ( objp->type ) {
444 // Place to cull ships, such as NavBuoys
448 // filter jump nodes here if required
452 // if not a bomb, return
453 if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
457 // if bomb is on same team as player, return
458 if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
465 return; // if any other kind of object, don't want to show on radar
470 // JAS -- new way of getting the rotated point that doesn't require this to be
471 // in a g3_start_frame/end_frame block.
472 vm_vec_sub(&tempv,world_pos,&Player_obj->pos);
473 vm_vec_rotate( &pos, &tempv, &Player_obj->orient );
475 // Apply range filter
476 dist = vm_vec_dist(world_pos, &Player_obj->pos);
477 max_radar_dist = Radar_ranges[HUD_config.rp_dist];
478 if ( dist > max_radar_dist ){
482 if ( dist < pos.xyz.z ) {
485 rscale = (float) acos( pos.xyz.z/dist ) / 3.14159f; //2.0f;
488 zdist = fl_sqrt( (pos.xyz.x*pos.xyz.x)+(pos.xyz.y*pos.xyz.y) );
490 float new_x_dist, clipped_x_dist;
491 float new_y_dist, clipped_y_dist;
493 if (zdist < 0.01f ) {
498 new_x_dist = (pos.xyz.x/zdist) * rscale * radx;
499 new_y_dist = (pos.xyz.y/zdist) * rscale * rady;
501 // force new_x_dist and new_y_dist to be inside the radar
506 hypotenuse = (float)_hypot(new_x_dist, new_y_dist);
507 max_radius = i2fl(Radar_radius[gr_screen.res][0] - 5);
509 if (hypotenuse >= (max_radius) ) {
510 clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
511 clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
512 new_x_dist = clipped_x_dist;
513 new_y_dist = clipped_y_dist;
517 xpos = fl2i( Radar_center[gr_screen.res][0] + new_x_dist );
518 ypos = fl2i( Radar_center[gr_screen.res][1] - new_y_dist );
520 color = radar_blip_color(objp);
522 // Determine the distance at which we will dim the radar blip
523 if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) {
524 Radar_calc_dim_dist_timer=timestamp(1000);
525 Radar_dim_range = player_farthest_weapon_range();
526 if ( Radar_dim_range <= 0 ) {
527 Radar_dim_range=1500.0f;
534 if ( dist > Radar_dim_range ) {
538 if ( N_blips >= MAX_BLIPS ) {
539 // out of blips, don't plot
547 // flag the blip as a current target if it is
548 if (OBJ_INDEX(objp) == Player_ai->target_objnum) {
549 b->flags |= BLIP_CURRENT_TARGET;
554 list_append( &Blip_dim_list[color], b );
556 list_append( &Blip_bright_list[color], b );
562 // see if blip should be drawn distorted
563 if (objp->type == OBJ_SHIP) {
564 // ships specifically hidden from sensors
565 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
566 b->flags |= BLIP_DRAW_DISTORTED;
569 // determine if its AWACS distorted
570 if ( awacs_level < 1.0f ){
571 b->flags |= BLIP_DRAW_DISTORTED;
578 // set N_blips for each color/brightness level to zero
579 void radar_null_nblips()
585 for (i=0; i<MAX_RADAR_COLORS; i++) {
586 list_init(&Blip_bright_list[i]);
587 list_init(&Blip_dim_list[i]);
591 // radar_mission_init() is called at the start of each mission.
592 void radar_mission_init()
597 Radar_death_timer = 0;
598 Radar_static_playing = 0;
599 Radar_static_next = 0;
600 Radar_avail_prev_frame = 1;
601 Radar_calc_dim_dist_timer = timestamp(0);
603 for ( i=0; i<NUM_FLICKER_TIMERS; i++ ) {
604 Radar_flicker_timer[i]=timestamp(0);
605 Radar_flicker_on[i]=0;
609 #define SMALL_BLIP_CHAR (Lcl_special_chars + 5)
610 #define LARGE_BLIP_CHAR (Lcl_special_chars + 6)
612 int Small_blip_offset_x = 0;
613 int Small_blip_offset_y = 0;
614 int Large_blip_offset_x = 0;
615 int Large_blip_offset_y = 0;
617 char Small_blip_string[2];
618 char Large_blip_string[2];
620 void radar_frame_init()
623 radx = i2fl(Radar_radius[gr_screen.res][0])/2.0f;
624 rady = i2fl(Radar_radius[gr_screen.res][1])/2.0f;
629 Small_blip_string[0] = ubyte(SMALL_BLIP_CHAR);
630 Small_blip_string[1] = 0;
631 gr_get_string_size( &w, &h, Small_blip_string );
632 Small_blip_offset_x = -w/2;
633 Small_blip_offset_y = -h/2;
635 Large_blip_string[0] = ubyte(LARGE_BLIP_CHAR);
636 Large_blip_string[1] = 0;
637 gr_get_string_size( &w, &h, Large_blip_string );
638 Large_blip_offset_x = -w/2;
639 Large_blip_offset_y = -h/2;
642 void radar_draw_circle( int x, int y, int rad )
644 if ( rad == Radar_blip_radius_target[gr_screen.res] ) {
645 gr_string( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string );
647 // rad = RADAR_BLIP_RADIUS_NORMAL;
648 gr_string( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string );
652 // radar is damaged, so make blips dance around
653 void radar_blip_draw_distorted(blip *b)
657 xdiff = -10 + rand()%20;
658 ydiff = -10 + rand()%20;
660 // maybe scale the effect if EMP is active
661 if(emp_active_local()){
662 scale = emp_current_intensity();
664 xdiff = (int)((float)xdiff * scale);
665 ydiff = (int)((float)ydiff * scale);
668 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
671 // blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
672 void radar_blip_draw_flicker(blip *b)
674 int xdiff=0, ydiff=0, flicker_index;
676 if ( (b-Blips) & 1 ) {
682 if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
683 Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
684 Radar_flicker_on[flicker_index] ^= 1;
687 if ( !Radar_flicker_on[flicker_index] ) {
692 xdiff = -2 + rand()%4;
693 ydiff = -2 + rand()%4;
696 radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad );
699 // Draw all the active radar blips
700 void draw_radar_blips(int rcol, int is_dim, int distort)
703 blip *blip_head=NULL;
709 blip_head = &Blip_dim_list[rcol];
711 blip_head = &Blip_bright_list[rcol];
714 for ( b = GET_FIRST(blip_head); b !=END_OF_LIST(blip_head); b = GET_NEXT(b) ) {
716 Assert((rcol >= 0) && (rcol < MAX_RADAR_COLORS));
719 gr_set_color_fast( &Radar_colors[RADAR_BLIP_DIM][rcol] );
721 gr_set_color_fast( &Radar_colors[RADAR_BLIP_BRIGHT][rcol] );
724 if (b->flags & BLIP_CURRENT_TARGET) {
725 // draw cool blip to indicate current target
726 b->rad = Radar_blip_radius_target[gr_screen.res];
728 b->rad = Radar_blip_radius_normal[gr_screen.res];
732 radar_blip_draw_distorted(b);
733 } else if ( b->flags & BLIP_DRAW_DISTORTED ) {
734 radar_blip_draw_flicker(b);
736 radar_draw_circle( b->x, b->y, b->rad );
741 // Draw the radar blips
742 // input: distorted => 0 (default) to draw normal, 1 to draw distorted
743 void radar_draw_blips_sorted(int distort)
745 // draw dim blips first
746 draw_radar_blips(RCOL_JUMP_NODE, 1, distort);
747 draw_radar_blips(RCOL_WARPING_SHIP, 1, distort);
748 draw_radar_blips(RCOL_NAVBUOYS, 1, distort);
749 draw_radar_blips(RCOL_FRIENDLY, 1, distort);
750 draw_radar_blips(RCOL_UNKNOWN, 1, distort);
751 draw_radar_blips(RCOL_BOMB, 1, distort);
752 draw_radar_blips(RCOL_NEUTRAL, 1, distort);
753 draw_radar_blips(RCOL_HOSTILE, 1, distort);
754 draw_radar_blips(RCOL_TAGGED, 1, distort);
757 draw_radar_blips(RCOL_JUMP_NODE, 0, distort);
758 draw_radar_blips(RCOL_WARPING_SHIP, 0, distort);
759 draw_radar_blips(RCOL_NAVBUOYS, 0, distort);
760 draw_radar_blips(RCOL_FRIENDLY, 0, distort);
761 draw_radar_blips(RCOL_UNKNOWN, 0, distort);
762 draw_radar_blips(RCOL_BOMB, 0, distort);
763 draw_radar_blips(RCOL_NEUTRAL, 0, distort);
764 draw_radar_blips(RCOL_HOSTILE, 0, distort);
765 draw_radar_blips(RCOL_TAGGED, 0, distort);
768 void radar_draw_range()
772 // hud_set_bright_color();
773 hud_set_gauge_color(HUD_RADAR, HUD_C_BRIGHT);
775 switch ( HUD_config.rp_dist ) {
778 gr_printf(Radar_dist_coords[gr_screen.res][RR_SHORT][0], Radar_dist_coords[gr_screen.res][RR_SHORT][1], XSTR( "2k", 467));
782 gr_printf(Radar_dist_coords[gr_screen.res][RR_LONG][0], Radar_dist_coords[gr_screen.res][RR_LONG][1], XSTR( "10k", 468));
786 sprintf(buf, NOX("%c"), Lcl_special_chars);
787 gr_printf(Radar_dist_coords[gr_screen.res][RR_INFINITY][0], Radar_dist_coords[gr_screen.res][RR_INFINITY][1], buf);
791 Int3(); // can't happen (get Alan if it does)
795 hud_set_default_color();
798 void radar_frame_render(float frametime)
801 int ok_to_blit_radar;
803 ok_to_blit_radar = 1;
805 sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );
807 if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
808 sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
811 // note that on lowest skill level, there is no radar effects due to sensors damage
812 if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
813 Radar_static_playing = 0;
814 Radar_static_next = 0;
815 Radar_death_timer = 0;
816 Radar_avail_prev_frame = 1;
817 } else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
818 if ( Radar_avail_prev_frame ) {
819 Radar_death_timer = timestamp(2000);
820 Radar_static_next = 1;
822 Radar_avail_prev_frame = 0;
824 Radar_death_timer = 0;
825 if ( Radar_static_next == 0 )
826 Radar_static_next = 1;
829 if ( timestamp_elapsed(Radar_death_timer) ) {
830 ok_to_blit_radar = 0;
833 hud_set_gauge_color(HUD_RADAR);
837 if ( timestamp_elapsed(Radar_static_next) ) {
838 Radar_static_playing ^= 1;
839 Radar_static_next = timestamp_rand(50, 750);
842 // if the emp effect is active, always draw the radar wackily
843 if(emp_active_local()){
844 Radar_static_playing = 1;
847 if ( ok_to_blit_radar ) {
848 if ( Radar_static_playing ) {
849 radar_draw_blips_sorted(1); // passing 1 means to draw distorted
850 if ( Radar_static_looping == -1 ) {
851 Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
854 radar_draw_blips_sorted();
855 if ( Radar_static_looping != -1 ) {
856 snd_stop(Radar_static_looping);
857 Radar_static_looping = -1;
861 if ( Radar_static_looping != -1 ) {
862 snd_stop(Radar_static_looping);
863 Radar_static_looping = -1;
868 void radar_blit_gauge()
870 gr_set_bitmap(Radar_gauge.first_frame+1);
871 gr_aabitmap( Radar_coords[gr_screen.res][0], Radar_coords[gr_screen.res][1] );
876 bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames );