/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Inferno gauge drivers * */ #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: gauges.c,v 1.2 2006/03/18 23:08:13 michaelstather Exp $"; #pragma on (unreferenced) #endif #include #include #include #include #include "inferno.h" #include "game.h" #include "screens.h" #include "gauges.h" #include "physics.h" #include "error.h" #include "menu.h" #include "mono.h" #include "collide.h" #include "newdemo.h" #include "player.h" #include "gamefont.h" #include "hostage.h" #include "bm.h" #include "text.h" #include "powerup.h" #include "sounds.h" #include "multi.h" #include "network.h" #include "endlevel.h" #include "wall.h" #include "text.h" #include "render.h" #include "piggy.h" #ifdef OGL #include "ogl_init.h" #endif bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps. grs_canvas *Canv_LeftEnergyGauge; grs_canvas *Canv_SBEnergyGauge; grs_canvas *Canv_RightEnergyGauge; grs_canvas *Canv_NumericalGauge; //bitmap numbers for gauges #define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%) #define GAUGE_INVULNERABLE 10 //10..19 #define N_INVULNERABLE_FRAMES 10 #define GAUGE_SPEED 20 //unused #define GAUGE_ENERGY_LEFT 21 #define GAUGE_ENERGY_RIGHT 22 #define GAUGE_NUMERICAL 23 #define GAUGE_BLUE_KEY 24 #define GAUGE_GOLD_KEY 25 #define GAUGE_RED_KEY 26 #define GAUGE_BLUE_KEY_OFF 27 #define GAUGE_GOLD_KEY_OFF 28 #define GAUGE_RED_KEY_OFF 29 #define SB_GAUGE_BLUE_KEY 30 #define SB_GAUGE_GOLD_KEY 31 #define SB_GAUGE_RED_KEY 32 #define SB_GAUGE_BLUE_KEY_OFF 33 #define SB_GAUGE_GOLD_KEY_OFF 34 #define SB_GAUGE_RED_KEY_OFF 35 #define SB_GAUGE_ENERGY 36 #define GAUGE_LIVES 37 #define GAUGE_SHIPS 38 #define GAUGE_SHIPS_LAST 45 #define RETICLE_CROSS 46 #define RETICLE_PRIMARY 48 #define RETICLE_SECONDARY 51 #define RETICLE_LAST 55 #define GAUGE_HOMING_WARNING_ON 56 #define GAUGE_HOMING_WARNING_OFF 57 #define SML_RETICLE_CROSS 58 #define SML_RETICLE_PRIMARY 60 #define SML_RETICLE_SECONDARY 63 #define SML_RETICLE_LAST 67 #define KEY_ICON_BLUE 68 #define KEY_ICON_YELLOW 69 #define KEY_ICON_RED 70 //Coordinats for gauges #define GAUGE_BLUE_KEY_X 45 #define GAUGE_BLUE_KEY_Y 152 #define GAUGE_GOLD_KEY_X 44 #define GAUGE_GOLD_KEY_Y 162 #define GAUGE_RED_KEY_X 43 #define GAUGE_RED_KEY_Y 172 #define SB_GAUGE_KEYS_X 11 #define SB_GAUGE_BLUE_KEY_Y 153 #define SB_GAUGE_GOLD_KEY_Y 169 #define SB_GAUGE_RED_KEY_Y 185 #define LEFT_ENERGY_GAUGE_X 70 #define LEFT_ENERGY_GAUGE_Y 131 #define LEFT_ENERGY_GAUGE_W 64 #define LEFT_ENERGY_GAUGE_H 8 #define RIGHT_ENERGY_GAUGE_X 190 #define RIGHT_ENERGY_GAUGE_Y 131 #define RIGHT_ENERGY_GAUGE_W 64 #define RIGHT_ENERGY_GAUGE_H 8 #define SB_ENERGY_GAUGE_X 98 #define SB_ENERGY_GAUGE_Y 155 #define SB_ENERGY_GAUGE_W 16 #define SB_ENERGY_GAUGE_H 41 #define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+2) #define SB_ENERGY_NUM_Y 190 #define SHIELD_GAUGE_X 146 #define SHIELD_GAUGE_Y 155 #define SHIELD_GAUGE_W 35 #define SHIELD_GAUGE_H 32 #define SHIP_GAUGE_X (SHIELD_GAUGE_X+5) #define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+5) #define SB_SHIELD_GAUGE_X 123 #define SB_SHIELD_GAUGE_Y 163 #define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+5) #define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+5) #define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+12) #define SB_SHIELD_NUM_Y 156 #define NUMERICAL_GAUGE_X 154 #define NUMERICAL_GAUGE_Y 130 #define NUMERICAL_GAUGE_W 19 #define NUMERICAL_GAUGE_H 22 #define PRIMARY_W_PIC_X 64 #define PRIMARY_W_PIC_Y 154 #define PRIMARY_W_TEXT_X HUD_SCALE_X(87) #define PRIMARY_W_TEXT_Y HUD_SCALE_Y(157) #define PRIMARY_AMMO_X HUD_SCALE_X(93) #define PRIMARY_AMMO_Y HUD_SCALE_Y(171) #define SECONDARY_W_PIC_X 234 #define SECONDARY_W_PIC_Y 154 #define SECONDARY_W_TEXT_X HUD_SCALE_X(207) #define SECONDARY_W_TEXT_Y HUD_SCALE_Y(157) #define SECONDARY_AMMO_X HUD_SCALE_X(213) #define SECONDARY_AMMO_Y HUD_SCALE_Y(171) #define SB_LIVES_X 266 #define SB_LIVES_Y 185 #define SB_LIVES_LABEL_X 237 #define SB_LIVES_LABEL_Y SB_LIVES_Y #define SB_SCORE_RIGHT 301 #define SB_SCORE_Y 158 #define SB_SCORE_LABEL_X 237 #define SB_SCORE_ADDED_RIGHT 301 #define SB_SCORE_ADDED_Y 165 static int score_display; static fix score_time; static int old_score = -1; static int old_energy = -1; static int old_shields = -1; static int old_flags = -1; static int old_weapon[2] = {-1, -1}; static int old_ammo_count[2] = {-1, -1}; static int old_cloak = 0; static int old_lives = -1; static int old_prox = -1; static int invulnerable_frame = 0; static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in #define WS_SET 0 //in correct state #define WS_FADING_OUT 1 #define WS_FADING_IN 2 int weapon_box_states[2]; fix weapon_box_fade_values[2]; #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int) // scaling gauges #ifdef OGL #define HUD_SCALE_X(v) ((int) ((double) (v) * ((double)grd_curscreen->sc_w/320) + 0.5)) #define HUD_SCALE_Y(v) ((int) ((double) (v) * ((double)grd_curscreen->sc_h/200) + 0.5)) #else #define HUD_SCALE_X(v) (v) #define HUD_SCALE_Y(v) (v) #endif inline void hud_bitblt (int x, int y, grs_bitmap *bm, int scale) { #ifdef OGL ogl_ubitmapm_cs ( (x < 0) ? -x : HUD_SCALE_X (x), (y < 0) ? -y : HUD_SCALE_Y (y), HUD_SCALE_X (bm->bm_w), HUD_SCALE_Y (bm->bm_h), bm, -1, scale ); #else gr_ubitmapm(x, y, bm); #endif } #define PRIMARY_W_BOX_LEFT 63 #define PRIMARY_W_BOX_TOP 151 #define PRIMARY_W_BOX_RIGHT (PRIMARY_W_BOX_LEFT+58) #define PRIMARY_W_BOX_BOT (PRIMARY_W_BOX_TOP+42) #define SECONDARY_W_BOX_LEFT 202 #define SECONDARY_W_BOX_TOP 151 #define SECONDARY_W_BOX_RIGHT 264 #define SECONDARY_W_BOX_BOT (SECONDARY_W_BOX_TOP+42) #define SB_PRIMARY_W_BOX_LEFT 34 #define SB_PRIMARY_W_BOX_TOP 154 #define SB_PRIMARY_W_BOX_RIGHT (SB_PRIMARY_W_BOX_LEFT+53) #define SB_PRIMARY_W_BOX_BOT (195) #define SB_SECONDARY_W_BOX_LEFT 169 #define SB_SECONDARY_W_BOX_TOP 154 #define SB_SECONDARY_W_BOX_RIGHT (SB_SECONDARY_W_BOX_LEFT+54) #define SB_SECONDARY_W_BOX_BOT 196 #define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) #define SB_PRIMARY_W_PIC_Y 154 #define SB_PRIMARY_W_TEXT_X HUD_SCALE_X(SB_PRIMARY_W_BOX_LEFT+24) #define SB_PRIMARY_W_TEXT_Y HUD_SCALE_Y(157) #define SB_PRIMARY_AMMO_X HUD_SCALE_X((SB_PRIMARY_W_BOX_LEFT+33)-3) #define SB_PRIMARY_AMMO_Y HUD_SCALE_Y(171) #define SB_SECONDARY_W_PIC_X (SB_SECONDARY_W_BOX_LEFT+27) #define SB_SECONDARY_W_PIC_Y 154 #define SB_SECONDARY_W_TEXT_X HUD_SCALE_X(SB_SECONDARY_W_BOX_LEFT+2) #define SB_SECONDARY_W_TEXT_Y HUD_SCALE_Y(157) #define SB_SECONDARY_AMMO_X HUD_SCALE_X(SB_SECONDARY_W_BOX_LEFT+11) #define SB_SECONDARY_AMMO_Y HUD_SCALE_Y(171) typedef struct gauge_box { int left,top; int right,bot; //maximal box } gauge_box; //first two are primary & secondary //seconds two are the same for the status bar gauge_box gauge_boxes[] = { {PRIMARY_W_BOX_LEFT,PRIMARY_W_BOX_TOP,PRIMARY_W_BOX_RIGHT,PRIMARY_W_BOX_BOT}, {SECONDARY_W_BOX_LEFT,SECONDARY_W_BOX_TOP,SECONDARY_W_BOX_RIGHT,SECONDARY_W_BOX_BOT}, {SB_PRIMARY_W_BOX_LEFT,SB_PRIMARY_W_BOX_TOP,SB_PRIMARY_W_BOX_RIGHT,SB_PRIMARY_W_BOX_BOT}, {SB_SECONDARY_W_BOX_LEFT,SB_SECONDARY_W_BOX_TOP,SB_SECONDARY_W_BOX_RIGHT,SB_SECONDARY_W_BOX_BOT} }; //store delta x values from left of box span weapon_window_left[] = { {71,114}, {69,116}, {68,117}, {66,118}, {66,119}, {66,119}, {65,119}, {65,119}, {65,119}, {65,119}, {65,119}, {65,119}, {65,119}, {65,119}, {65,119}, {64,119}, {64,119}, {64,119}, {64,119}, {64,119}, {64,119}, {64,119}, {64,119}, {64,119}, {63,119}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,118}, {63,117}, {63,117}, {64,116}, {65,115}, {66,113}, {68,111}, }; //store delta x values from left of box span weapon_window_right[] = { {208,255}, {206,257}, {205,258}, {204,259}, {203,260}, {203,260}, {203,260}, {203,260}, {203,260}, {203,261}, {203,261}, {203,261}, {203,261}, {203,261}, {203,261}, {203,261}, {203,261}, {203,261}, {203,262}, {203,262}, {203,262}, {203,262}, {203,262}, {203,262}, {203,262}, {203,262}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {204,263}, {205,263}, {206,262}, {207,261}, {208,260}, {211,255}, }; int Color_0_31_0 = -1; //fills in the coords of the hostage video window void get_hostage_window_coords(int *x,int *y,int *w,int *h) { if (Cockpit_mode == CM_STATUS_BAR) { *x = SB_SECONDARY_W_BOX_LEFT; *y = SB_SECONDARY_W_BOX_TOP; *w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1; *h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1; } else { *x = SECONDARY_W_BOX_LEFT; *y = SECONDARY_W_BOX_TOP; *w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1; *h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1; } } //these should be in gr.h #define cv_w cv_bitmap.bm_w #define cv_h cv_bitmap.bm_h extern int HUD_nmessages, hud_first; extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5]; void hud_show_score() { char score_str[20]; int w, h, aw; if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38)) return; gr_set_curfont( GAME_FONT ); if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) { sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total); } else { sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score); } gr_get_string_size(score_str, &w, &h, &aw ); if (Color_0_31_0 == -1) Color_0_31_0 = gr_getcolor(0,31,0); gr_set_fontcolor(Color_0_31_0, -1); gr_printf(grd_curcanv->cv_w-w-2, 3, score_str); } void hud_show_score_added() { int color; int w, h, aw; char score_str[20]; if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) return; if (score_display == 0) return; gr_set_curfont( GAME_FONT ); score_time -= FrameTime; if (score_time > 0) { color = f2i(score_time * 20) + 10; if (color < 10) color = 10; if (color > 31) color = 31; if (Cheats_enabled) sprintf(score_str, "%s", TXT_CHEATER); else sprintf(score_str, "%5d", score_display); gr_get_string_size(score_str, &w, &h, &aw ); gr_set_fontcolor(gr_getcolor(0, color, 0),-1 ); gr_printf(grd_curcanv->cv_w-w-FONTSCALE_X(12), FONTSCALE_Y(GAME_FONT->ft_h+5), score_str); } else { score_time = 0; score_display = 0; } } void sb_show_score() { char score_str[20]; int x,y; int w, h, aw; static int last_x=SB_SCORE_RIGHT; int redraw_score; if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) redraw_score = -99; else redraw_score = -1; gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) gr_printf(HUD_SCALE_X(SB_SCORE_LABEL_X),HUD_SCALE_Y(SB_SCORE_Y),"%s:", TXT_KILLS); else gr_printf(HUD_SCALE_X(SB_SCORE_LABEL_X),HUD_SCALE_Y(SB_SCORE_Y),"%s:", TXT_SCORE); gr_set_curfont( GAME_FONT ); if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) sprintf(score_str, "%5d", Players[Player_num].net_kills_total); else sprintf(score_str, "%5d", Players[Player_num].score); gr_get_string_size(score_str, &w, &h, &aw ); x = HUD_SCALE_X(SB_SCORE_RIGHT)-w-2; y = HUD_SCALE_Y(SB_SCORE_Y); //erase old score gr_setcolor(BM_XRGB(0,0,0)); #ifndef OGL gr_rect(last_x,y,SB_SCORE_RIGHT,(y+GAME_FONT->ft_h)); #endif if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); else gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); gr_printf(x,y,score_str); last_x = x; } void sb_show_score_added() { int color; int w, h, aw; char score_str[32]; int x; static int last_x=SB_SCORE_ADDED_RIGHT; static int last_score_display = -1; if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) ) return; if (score_display == 0) return; gr_set_curfont( GAME_FONT ); score_time -= FrameTime; if (score_time > 0) { if (score_display != last_score_display) { gr_setcolor(BM_XRGB(0,0,0)); last_score_display = score_display; } color = f2i(score_time * 20) + 10; if (color < 10) color = 10; if (color > 31) color = 31; if (Cheats_enabled) sprintf(score_str, "%s", TXT_CHEATER); else sprintf(score_str, "%5d", score_display); gr_get_string_size(score_str, &w, &h, &aw ); x = HUD_SCALE_X(SB_SCORE_ADDED_RIGHT)-w-2; gr_set_fontcolor(gr_getcolor(0, color, 0),-1 ); gr_printf(x, HUD_SCALE_Y(SB_SCORE_ADDED_Y), score_str); last_x = x; } else { //erase old score gr_setcolor(BM_XRGB(0,0,0)); #ifndef OGL gr_rect(last_x,SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h); #endif score_time = 0; score_display = 0; } } fix Last_warning_beep_time = 0; // Time we last played homing missile warning beep. // ----------------------------------------------------------------------------- void play_homing_warning(void) { fix beep_delay; if (Endlevel_sequence || Player_is_dead) return; if (Players[Player_num].homing_object_dist >= 0) { beep_delay = Players[Player_num].homing_object_dist/128; if (beep_delay > F1_0) beep_delay = F1_0; else if (beep_delay < F1_0/8) beep_delay = F1_0/8; if (GameTime - Last_warning_beep_time > beep_delay/2 || Last_warning_beep_time > GameTime) { digi_play_sample( SOUND_HOMING_WARNING, F1_0 ); Last_warning_beep_time = GameTime; } } } int Last_homing_warning_shown=-1; // ----------------------------------------------------------------------------- void show_homing_warning(void) { if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) { if (Last_homing_warning_shown == 1) { PIGGY_PAGE_IN( Gauges[GAUGE_HOMING_WARNING_OFF] ); hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0); Last_homing_warning_shown = 0; } return; } gr_set_current_canvas( NULL ); if (Players[Player_num].homing_object_dist >= 0) { if (GameTime & 0x4000) { if (Last_homing_warning_shown != 1) { PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_ON]); hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_ON].index], F1_0); Last_homing_warning_shown = 1; } } else { if (Last_homing_warning_shown != 0) { PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]); hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0); Last_homing_warning_shown = 0; } } } else if (Last_homing_warning_shown != 0) { PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]); hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0); Last_homing_warning_shown = 0; } } #define MAX_SHOWN_LIVES 4 void hud_show_homing_warning(void) { int offsety=0; if (Players[Player_num].homing_object_dist >= 0) { if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING)) offsety = FONTSCALE_Y(GAME_FONT->ft_h+2); else offsety = 0; if (GameTime & 0x4000) { gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); gr_printf(0x8000, grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h+2)-offsety,TXT_LOCK); } } } void hud_show_keys(void) { #ifndef SHAREWARE if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) { PIGGY_PAGE_IN(Gauges[KEY_ICON_BLUE]); hud_bitblt(2,17,&GameBitmaps[Gauges[KEY_ICON_BLUE].index], F1_0); } if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) { PIGGY_PAGE_IN(Gauges[KEY_ICON_YELLOW]); hud_bitblt(10,17,&GameBitmaps[Gauges[KEY_ICON_YELLOW].index], F1_0); } if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) { PIGGY_PAGE_IN(Gauges[KEY_ICON_RED]); hud_bitblt(18,17,&GameBitmaps[Gauges[KEY_ICON_RED].index], F1_0); } #endif } void hud_show_energy(void) { if (GameArg.GfxGaugeHudMode<2){ gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); if (Game_mode & GM_MULTI) gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*5+3*5)),"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy)); else gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h+3)),"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy)); } if (Newdemo_state==ND_STATE_RECORDING ) { int energy = f2ir(Players[Player_num].energy); if (energy != old_energy) { #ifdef SHAREWARE newdemo_record_player_energy(energy); #else newdemo_record_player_energy(old_energy, energy); #endif old_energy = energy; } } } void hud_show_weapons_mode(int type,int vertical,int x,int y){ int i,w,h,aw; char weapon_str[10]; if (vertical){ y=y+FONTSCALE_Y(GAME_FONT->ft_h*4); } if (type==0){ for (i=4;i>=0;i--){ if (Primary_weapon==i) gr_set_fontcolor(gr_getcolor(20,0,0),-1); else{ if (player_has_weapon(i,0) & HAS_WEAPON_FLAG) gr_set_fontcolor(gr_getcolor(0,15,0),-1); else gr_set_fontcolor(gr_getcolor(3,3,3),-1); } switch(i){ case 0: sprintf(weapon_str,"%c%i", (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)?'Q':'L', Players[Player_num].laser_level+1); break; case 1: if (Cockpit_mode==CM_FULL_SCREEN) sprintf(weapon_str,"V%i", f2i(Players[Player_num].primary_ammo[1] * VULCAN_AMMO_SCALE)); else sprintf(weapon_str,"V"); break; case 2: sprintf(weapon_str,"S");break; case 3: sprintf(weapon_str,"P");break; case 4: sprintf(weapon_str,"F");break; } gr_get_string_size(weapon_str, &w, &h, &aw ); if (vertical){ y-=h+FONTSCALE_X(2); }else x-=w+FONTSCALE_Y(3); gr_printf(x, y, weapon_str); } }else{ for (i=4;i>=0;i--){ if (Secondary_weapon==i) gr_set_fontcolor(gr_getcolor(20,0,0),-1); else{ if (Players[Player_num].secondary_ammo[i]>0) gr_set_fontcolor(gr_getcolor(0,15,0),-1); else gr_set_fontcolor(gr_getcolor(0,6,0),-1); } sprintf(weapon_str,"%i",Players[Player_num].secondary_ammo[i]); gr_get_string_size(weapon_str, &w, &h, &aw ); if (vertical){ y-=h+FONTSCALE_X(2); }else x-=w+FONTSCALE_Y(3); gr_printf(x, y, weapon_str); } } gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); } void hud_show_weapons(void) { int y; gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); if (Game_mode & GM_MULTI) y = grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*4+3*4); else y = grd_curcanv->cv_h; if (GameArg.GfxGaugeHudMode==1){ hud_show_weapons_mode(0,0,grd_curcanv->cv_w,y-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)); hud_show_weapons_mode(1,0,grd_curcanv->cv_w,y-FONTSCALE_Y(GAME_FONT->ft_h+3)); } else if (GameArg.GfxGaugeHudMode==2 || GameArg.GfxGaugeHudMode==3){ int x1,x2; int w, aw; gr_get_string_size("V1000", &w, &x1, &aw ); gr_get_string_size("0 ", &x2, &x1, &aw); if (GameArg.GfxGaugeHudMode==2){ y=grd_curcanv->cv_h-(grd_curcanv->cv_h/4); x1=grd_curcanv->cv_w/2-(w); x2=grd_curcanv->cv_w/2+x2;//originally /2+10 }else{ y=grd_curcanv->cv_h/1.75; x1=grd_curcanv->cv_w/2.1-(FONTSCALE_X(40)+w); x2=grd_curcanv->cv_w/1.9+(FONTSCALE_X(42)+x2); } hud_show_weapons_mode(0,1,x1,y); hud_show_weapons_mode(1,1,x2,y); gr_set_fontcolor(gr_getcolor(14,14,23),-1 ); gr_printf(x2, y-(FONTSCALE_Y(GAME_FONT->ft_h*4+4)),"%i", f2ir(Players[Player_num].shields)); gr_set_fontcolor(gr_getcolor(25,18,6),-1 ); gr_printf(x1, y-(FONTSCALE_Y(GAME_FONT->ft_h*4+4)),"%i", f2ir(Players[Player_num].energy)); } else{ char weapon_str[32], temp_str[20]; int w, h, aw; y -= FONTSCALE_Y(GAME_FONT->ft_h+3); switch (Primary_weapon) { case 0: if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) sprintf(weapon_str, "%s %s %i", TXT_QUAD, TXT_LASER, Players[Player_num].laser_level+1); else sprintf(weapon_str, "%s %i", TXT_LASER, Players[Player_num].laser_level+1); break; case 1: sprintf(weapon_str, "%s: %i", TXT_W_VULCAN_S, f2i(Players[Player_num].primary_ammo[Primary_weapon] * VULCAN_AMMO_SCALE)); break; case 2: strcpy(weapon_str, TXT_W_SPREADFIRE_S); break; #ifndef SHAREWARE case 3: strcpy(weapon_str, TXT_W_PLASMA_S); break; case 4: strcpy(weapon_str, TXT_W_FUSION_S); break; #endif } gr_get_string_size(weapon_str, &w, &h, &aw ); gr_printf(grd_curcanv->cv_w-5-w, (y-FONTSCALE_Y(GAME_FONT->ft_h+3)), weapon_str);//originally y-8 switch (Secondary_weapon) { case 0: strcpy(weapon_str, TXT_CONCUSSION); break; case 1: strcpy(weapon_str, TXT_HOMING); break; case 2: strcpy(weapon_str, TXT_PROXBOMB ); break; #ifndef SHAREWARE case 3: strcpy(weapon_str, TXT_SMART); break; case 4: strcpy(weapon_str, TXT_MEGA); break; #endif default: Int3(); weapon_str[0] = 0; break; } // Linux doesn't have an itoa() function, for reasons i can't imagine // so we use sprintf() instead... sprintf(temp_str," %u",Players[Player_num].secondary_ammo[Secondary_weapon]); strcat(weapon_str, temp_str); gr_get_string_size(weapon_str, &w, &h, &aw ); gr_printf(grd_curcanv->cv_w-5-w, y, weapon_str); sprintf(weapon_str, "PROX %u",Players[Player_num].secondary_ammo[2]); gr_get_string_size(weapon_str, &w,&h, &aw ); gr_printf(grd_curcanv->cv_w-5-w, (y-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)), weapon_str);//originally y-16 } #ifndef SHAREWARE if (Primary_weapon == VULCAN_INDEX) { if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0]) { if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_primary_ammo(old_ammo_count[0], Players[Player_num].primary_ammo[Primary_weapon]); old_ammo_count[0] = Players[Player_num].primary_ammo[Primary_weapon]; } } if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1]) { if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_secondary_ammo(old_ammo_count[1], Players[Player_num].secondary_ammo[Secondary_weapon]); old_ammo_count[1] = Players[Player_num].secondary_ammo[Secondary_weapon]; } #endif } void hud_show_cloak_invuln(void) { gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { int y = grd_curcanv->cv_h; if (Game_mode & GM_MULTI) y -= FONTSCALE_Y(GAME_FONT->ft_h*9+3*9); else y -= FONTSCALE_Y(GAME_FONT->ft_h*4+3*4); if (Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime > F1_0*3 || Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime < 0 || GameTime & 0x8000) { gr_printf(2, y, "%s", TXT_CLOAKED); } } if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { int y = grd_curcanv->cv_h; if (Game_mode & GM_MULTI) y -= FONTSCALE_Y(GAME_FONT->ft_h*10+3*10); else y -= FONTSCALE_Y(GAME_FONT->ft_h*5+3*5); if (Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime > F1_0*4 || Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime < 0 || GameTime & 0x8000) { gr_printf(2, y, "%s", TXT_INVULNERABLE); } } } void hud_show_shield(void) { if (GameArg.GfxGaugeHudMode<2){ gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); if ( Players[Player_num].shields >= 0 ) { if (Game_mode & GM_MULTI) gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*6+3*6)),"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields)); else gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)),"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields)); } else { if (Game_mode & GM_MULTI) gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*6+3*6)),"%s: 0", TXT_SHIELD ); else gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)),"%s: 0", TXT_SHIELD ); } } if (Newdemo_state==ND_STATE_RECORDING ) { int shields = f2ir(Players[Player_num].shields); if (shields != old_shields) { #ifdef SHAREWARE newdemo_record_player_shields(shields); #else newdemo_record_player_shields(old_shields, shields); #endif old_shields = shields; } } } //draw the icons for number of lives void hud_show_lives() { if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38)) return; if (Game_mode & GM_MULTI) { gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); gr_printf(FONTSCALE_X(10), 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total); } else if (Players[Player_num].lives > 1) { gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); PIGGY_PAGE_IN(Gauges[GAUGE_LIVES]); #ifndef OGL gr_ubitmapm(10,3,&GameBitmaps[Gauges[GAUGE_LIVES].index]); gr_printf(22, 3, "x %d", Players[Player_num].lives-1); #else ogl_ubitmapm_cs(FONTSCALE_X(10),3,FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?16:8),FONTSCALE_Y((GameArg.GfxUseHiresFont && SWIDTH >= 640)?14:7),&GameBitmaps[Gauges[GAUGE_LIVES].index],255,F1_0); gr_printf(FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?35:22), 3, "x %d", Players[Player_num].lives-1); #endif } } void sb_show_lives() { int x,y; grs_bitmap * bm = &GameBitmaps[Gauges[GAUGE_LIVES].index]; x = SB_LIVES_X; y = SB_LIVES_Y; gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); if (Game_mode & GM_MULTI) gr_printf(HUD_SCALE_X(SB_LIVES_LABEL_X),HUD_SCALE_Y(SB_LIVES_LABEL_Y),"%s:", TXT_DEATHS); else gr_printf(HUD_SCALE_X(SB_LIVES_LABEL_X),HUD_SCALE_Y(SB_LIVES_LABEL_Y),"%s:", TXT_LIVES); if (Game_mode & GM_MULTI) { char killed_str[20]; int w, h, aw; static int last_x = SB_SCORE_RIGHT; int x; sprintf(killed_str, "%5d", Players[Player_num].net_killed_total); gr_get_string_size(killed_str, &w, &h, &aw); gr_setcolor(BM_XRGB(0,0,0)); #ifndef OGL gr_rect(last_x, y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h); #endif gr_set_fontcolor(gr_getcolor(0,20,0),-1); x = HUD_SCALE_X(SB_SCORE_RIGHT)-w-2; gr_printf(x, HUD_SCALE_Y(y+1), killed_str); last_x = x; return; } //erase old icons gr_setcolor(BM_XRGB(0,0,0)); gr_rect(HUD_SCALE_X(x), HUD_SCALE_Y(y), HUD_SCALE_X(x)+32, (HUD_SCALE_Y(y))+bm->bm_h); if (Players[Player_num].lives-1 > 0) { gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); PIGGY_PAGE_IN(Gauges[GAUGE_LIVES]); #ifndef OGL gr_ubitmapm(x,y,&GameBitmaps[Gauges[GAUGE_LIVES].index]); #else ogl_ubitmapm_cs(HUD_SCALE_X(x),HUD_SCALE_Y(y),FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?16:8),FONTSCALE_Y((GameArg.GfxUseHiresFont && SWIDTH >= 640)?14:7),bm,255,F1_0); #endif gr_printf(HUD_SCALE_X(x)+HUD_SCALE_X(12), HUD_SCALE_Y(y), "x %d", Players[Player_num].lives-1); } } #ifndef RELEASE #ifdef PIGGY_USE_PAGING extern int Piggy_bitmap_cache_next; #endif void show_time() { int secs = f2i(Players[Player_num].time_level) % 60; int mins = f2i(Players[Player_num].time_level) / 60; gr_set_curfont( GAME_FONT ); if (Color_0_31_0 == -1) Color_0_31_0 = gr_getcolor(0,31,0); gr_set_fontcolor(Color_0_31_0, -1 ); gr_printf(SWIDTH-FONTSCALE_X(2.75*GAME_FONT->ft_w),(SHEIGHT-FONTSCALE_Y(GAME_FONT->ft_h))/2-FONTSCALE_Y(GAME_FONT->ft_h+1),"%d:%02d", mins, secs); } #endif #define EXTRA_SHIP_SCORE 50000 //get new ship every this many points void add_points_to_score(int points) { int prev_score; score_time += f1_0*2; score_display += points; if (score_time > f1_0*4) score_time = f1_0*4; if (points == 0 || Cheats_enabled) return; if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) return; prev_score=Players[Player_num].score; Players[Player_num].score += points; #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_player_score(points); #endif #ifndef SHAREWARE #ifdef NETWORK if (Game_mode & GM_MULTI_COOP) multi_send_score(); #endif #endif if (Game_mode & GM_MULTI) return; if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) { int snd; Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE; powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE); if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 ) digi_play_sample( snd, F1_0 ); } } void add_bonus_points_to_score(int points) { int prev_score; if (points == 0 || Cheats_enabled) return; prev_score=Players[Player_num].score; Players[Player_num].score += points; #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_player_score(points); #endif if (Game_mode & GM_MULTI) return; if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) { int snd; Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE; if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 ) digi_play_sample( snd, F1_0 ); } } void init_gauge_canvases() { Canv_LeftEnergyGauge = gr_create_sub_canvas( grd_curcanv, LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H ); Canv_SBEnergyGauge = gr_create_sub_canvas( grd_curcanv, SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H ); Canv_RightEnergyGauge = gr_create_sub_canvas( grd_curcanv, RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H ); Canv_NumericalGauge = gr_create_sub_canvas( grd_curcanv, NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H ); } void close_gauge_canvases() { gr_free_sub_canvas( Canv_LeftEnergyGauge ); gr_free_sub_canvas( Canv_SBEnergyGauge ); gr_free_sub_canvas( Canv_RightEnergyGauge ); gr_free_sub_canvas( Canv_NumericalGauge ); } void init_gauges() { 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)) ) old_score = -99; else old_score = -1; old_energy = -1; old_shields = -1; old_flags = -1; old_cloak = -1; old_lives = -1; old_weapon[0] = old_weapon[1] = -1; old_ammo_count[0] = old_ammo_count[1] = -1; cloak_fade_state = 0; } void draw_energy_bar(int energy) { grs_bitmap *bm; int x1, x2, y; int not_energy = HUD_SCALE_X(63 - (energy*63)/100); double aplitscale=((double)(HUD_SCALE_X(65)/HUD_SCALE_Y(8))/(65/8)); //scale aplitude of energy bar to current resolution aspect // Draw left energy bar PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_LEFT]); bm = &GameBitmaps[Gauges[GAUGE_ENERGY_LEFT].index]; hud_bitblt (LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, bm, F1_0); gr_setcolor(BM_XRGB(0,0,0)); if (energy < 100) for (y=0; y < HUD_SCALE_Y(LEFT_ENERGY_GAUGE_H); y++) { x1 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_H - 2) - y*(aplitscale); x2 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_H - 2) - y*(aplitscale) + not_energy; if (x2 > HUD_SCALE_X(LEFT_ENERGY_GAUGE_W) - (y*aplitscale)/3) x2 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_W) - (y*aplitscale)/3; if (x2 > x1) gr_uline( i2f(x1+HUD_SCALE_X(LEFT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(LEFT_ENERGY_GAUGE_Y)), i2f(x2+HUD_SCALE_X(LEFT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(LEFT_ENERGY_GAUGE_Y)) ); } gr_set_current_canvas( NULL ); // Draw right energy bar PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_RIGHT]); bm = &GameBitmaps[Gauges[GAUGE_ENERGY_RIGHT].index]; hud_bitblt (RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, bm, F1_0); if (energy < 100) for (y=0; y < HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_H); y++) { x1 = HUD_SCALE_X(RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 2 ) + y*(aplitscale) - not_energy; x2 = HUD_SCALE_X(RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 2 ) + y*(aplitscale); if (x1 < (y*aplitscale)/3) x1 = (y*aplitscale)/3; if (x2 > x1) gr_uline( i2f(x1+HUD_SCALE_X(RIGHT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_Y)), i2f(x2+HUD_SCALE_X(RIGHT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_Y)) ); } gr_set_current_canvas( NULL ); } void draw_shield_bar(int shield) { int bm_num = shield>=100?9:(shield / 10); PIGGY_PAGE_IN(Gauges[GAUGE_SHIELDS+9-bm_num]); hud_bitblt (SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index], F1_0); } #define CLOAK_FADE_WAIT_TIME 0x400 void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y) { static fix cloak_fade_timer=0; static int cloak_fade_value=GR_FADE_LEVELS-1; static int refade = 0; grs_bitmap *bm = NULL; #ifdef NETWORK if (Game_mode & GM_TEAM) { PIGGY_PAGE_IN(Gauges[GAUGE_SHIPS+get_team(Player_num)]); bm = &GameBitmaps[Gauges[GAUGE_SHIPS+get_team(Player_num)].index]; } else #endif { PIGGY_PAGE_IN(Gauges[GAUGE_SHIPS+Player_num]); bm = &GameBitmaps[Gauges[GAUGE_SHIPS+Player_num].index]; } if (old_cloak_state==-1 && cloak_state) cloak_fade_value=0; if (!cloak_state) { cloak_fade_value=GR_FADE_LEVELS-1; cloak_fade_state = 0; } if (cloak_state==1 && old_cloak_state==0) cloak_fade_state = -1; if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime < F1_0*3 && //doing "about-to-uncloak" effect Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime > F1_0) && cloak_state) { if (cloak_fade_state==0) cloak_fade_state = 2; } if (cloak_fade_state) cloak_fade_timer -= FrameTime; while (cloak_fade_state && cloak_fade_timer < 0) { cloak_fade_timer += CLOAK_FADE_WAIT_TIME; cloak_fade_value += cloak_fade_state; if (cloak_fade_value >= GR_FADE_LEVELS-1) { cloak_fade_value = GR_FADE_LEVELS-1; if (cloak_fade_state == 2 && cloak_state) cloak_fade_state = -2; else cloak_fade_state = 0; } else if (cloak_fade_value <= 0) { cloak_fade_value = 0; if (cloak_fade_state == -2) cloak_fade_state = 2; else cloak_fade_state = 0; } } // To fade out both pages in a paged mode. if (refade) refade = 0; else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) { cloak_fade_state = -1; refade = 1; } gr_set_current_canvas(NULL); hud_bitblt( x, y, bm, F1_0); Gr_scanline_darkening_level = cloak_fade_value; gr_rect(HUD_SCALE_X(x), HUD_SCALE_Y(y), HUD_SCALE_X(x+bm->bm_w), HUD_SCALE_Y(y+bm->bm_h)); Gr_scanline_darkening_level = GR_FADE_LEVELS; gr_set_current_canvas( NULL ); // gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap); } #define INV_FRAME_TIME (f1_0/10) //how long for each frame void draw_numerical_display(int shield, int energy) { int sw,sh,saw,ew,eh,eaw; gr_set_curfont( GAME_FONT ); #ifndef OGL PIGGY_PAGE_IN(Gauges[GAUGE_NUMERICAL]); hud_bitblt (HUD_SCALE_X(NUMERICAL_GAUGE_X), HUD_SCALE_Y(NUMERICAL_GAUGE_Y), &GameBitmaps[Gauges[GAUGE_NUMERICAL].index], F1_0); #endif // cockpit is not 100% geometric so we need to divide shield and energy X position by 1.951 which should be most accurate // gr_get_string_size is used so we can get the numbers finally in the correct position with sw and ew gr_set_fontcolor(gr_getcolor(14,14,23),-1 ); gr_get_string_size((shield>199)?"200":(shield>99)?"100":(shield>9)?"00":"0",&sw,&sh,&saw); gr_printf( (grd_curscreen->sc_w/1.951)-(sw/2), (grd_curscreen->sc_h/1.365),"%d",shield); gr_set_fontcolor(gr_getcolor(25,18,6),-1 ); gr_get_string_size((energy>199)?"200":(energy>99)?"100":(energy>9)?"00":"0",&ew,&eh,&eaw); gr_printf( (grd_curscreen->sc_w/1.951)-(ew/2), (grd_curscreen->sc_h/1.5),"%d",energy); gr_set_current_canvas( NULL ); } void draw_keys() { gr_set_current_canvas( NULL ); if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) { PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY]); hud_bitblt( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY].index], F1_0); } else { PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY_OFF]); hud_bitblt( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY_OFF].index], F1_0); } if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) { PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY]); hud_bitblt( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY].index], F1_0); } else { PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY_OFF]); hud_bitblt( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY_OFF].index], F1_0); } if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) { PIGGY_PAGE_IN( Gauges[GAUGE_RED_KEY] ); hud_bitblt( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY].index], F1_0); } else { PIGGY_PAGE_IN(Gauges[GAUGE_RED_KEY_OFF]); hud_bitblt( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY_OFF].index], F1_0); } } 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) { grs_bitmap *bm; char *p; //clear the window gr_setcolor(BM_XRGB(0,0,0)); gr_rect(HUD_SCALE_X(box->left),HUD_SCALE_Y(box->top),HUD_SCALE_X(box->right),HUD_SCALE_Y(box->bot+1)); bm=&GameBitmaps[Weapon_info[info_index].picture.index]; Assert(bm != NULL); PIGGY_PAGE_IN( Weapon_info[info_index].picture ); hud_bitblt (pic_x, pic_y, bm, (Cockpit_mode == CM_FULL_SCREEN) ? 2 * F1_0 : F1_0); if (GameArg.GfxGaugeHudMode==0) { gr_set_fontcolor(gr_getcolor(0,20,0),-1 ); if ((p=strchr(name,'\n'))!=NULL) { *p=0; gr_printf(text_x,text_y,name); gr_printf(text_x,text_y+FONTSCALE_Y(grd_curcanv->cv_font->ft_h+1),p+1); *p='\n'; } else gr_printf(text_x,text_y,name); // For laser, show level and quadness if (info_index == 0) { char temp_str[7]; sprintf(temp_str, "%s: 0", TXT_LVL); temp_str[5] = Players[Player_num].laser_level+1 + '0'; gr_printf(text_x,text_y+HUD_SCALE_Y(8), temp_str); if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) { strcpy(temp_str, TXT_QUAD); gr_printf(text_x,text_y+HUD_SCALE_Y(16), temp_str); } } } } void draw_weapon_info(int weapon_type,int weapon_num) { //added/edited 2/8/99 by Victor Rachels for hudinfo stuff int x,y,w; #ifdef SHAREWARE if (Newdemo_state==ND_STATE_RECORDING ) newdemo_record_player_weapon(weapon_type, weapon_num); #endif if (weapon_type == 0) { if (Cockpit_mode == CM_STATUS_BAR) { draw_weapon_info_sub(Primary_weapon_to_weapon_info[weapon_num],&gauge_boxes[2],SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,Primary_weapon_names_short[weapon_num],SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y); x=SB_PRIMARY_AMMO_X; y=SB_PRIMARY_AMMO_Y; } else { draw_weapon_info_sub(Primary_weapon_to_weapon_info[weapon_num],&gauge_boxes[0],PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y, Primary_weapon_names_short[weapon_num],PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y); x=PRIMARY_AMMO_X; y=PRIMARY_AMMO_Y; } w = 23; } else { if (Cockpit_mode == CM_STATUS_BAR) { draw_weapon_info_sub(Secondary_weapon_to_weapon_info[weapon_num],&gauge_boxes[3],SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,SECONDARY_WEAPON_NAMES_SHORT(weapon_num),SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y); x=SB_SECONDARY_AMMO_X; y=SB_SECONDARY_AMMO_Y; } else { draw_weapon_info_sub(Secondary_weapon_to_weapon_info[weapon_num],&gauge_boxes[1],SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,SECONDARY_WEAPON_NAMES_SHORT(weapon_num),SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y); x=SECONDARY_AMMO_X; y=SECONDARY_AMMO_Y; } w = 8; } if (GameArg.GfxGaugeHudMode!=0) hud_show_weapons_mode(weapon_type,1,x,y); } void draw_ammo_info(int x,int y,int ammo_count,int primary) { if (GameArg.GfxGaugeHudMode!=0) hud_show_weapons_mode(!primary,1,x,y); else { gr_setcolor(BM_XRGB(0,0,0)); gr_set_fontcolor(gr_getcolor(20,0,0),-1 ); gr_printf(x,y,"%03d",ammo_count); //added on 10/5/98 by Victor Rachels to add proxbomb count if(!primary) { gr_setcolor(BM_XRGB(0,0,0)); if(Cockpit_mode == CM_STATUS_BAR) { gr_set_fontcolor(gr_getcolor(20,0,0),-1 ); gr_printf(x-8,y+FONTSCALE_Y(18),"PX: %u",Players[Player_num].secondary_ammo[2]); } else { gr_set_fontcolor(gr_getcolor(20,0,0),-1 ); gr_printf(x-4,y+FONTSCALE_Y(14),"PX: %u",Players[Player_num].secondary_ammo[2]); } } } } void draw_primary_ammo_info(int ammo_count) { if (Cockpit_mode == CM_STATUS_BAR) draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1); else draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1); } void draw_secondary_ammo_info(int ammo_count) { if (Cockpit_mode == CM_STATUS_BAR) draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0); else draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0); } void draw_weapon_box(int weapon_type,int weapon_num) { gr_set_current_canvas(NULL); gr_set_curfont( GAME_FONT ); if (weapon_num != old_weapon[weapon_type] && weapon_box_states[weapon_type] == WS_SET && (old_weapon[weapon_type] != -1) && !GameArg.GfxGaugeHudMode) { weapon_box_states[weapon_type] = WS_FADING_OUT; weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1); } if (old_weapon[weapon_type] == -1) { draw_weapon_info(weapon_type,weapon_num); old_weapon[weapon_type] = weapon_num; old_ammo_count[weapon_type]=-1; weapon_box_states[weapon_type] = WS_SET; } if (weapon_box_states[weapon_type] == WS_FADING_OUT) { draw_weapon_info(weapon_type,old_weapon[weapon_type]); old_ammo_count[weapon_type]=-1; weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE; if (weapon_box_fade_values[weapon_type] <= 0) { weapon_box_states[weapon_type] = WS_FADING_IN; old_weapon[weapon_type] = weapon_num; old_weapon[weapon_type] = weapon_num; weapon_box_fade_values[weapon_type] = 0; } } else if (weapon_box_states[weapon_type] == WS_FADING_IN) { if (weapon_num != old_weapon[weapon_type]) { weapon_box_states[weapon_type] = WS_FADING_OUT; } else { draw_weapon_info(weapon_type,weapon_num); old_ammo_count[weapon_type]=-1; weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE; if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) { weapon_box_states[weapon_type] = WS_SET; old_weapon[weapon_type] = -1; } } } else { draw_weapon_info(weapon_type, weapon_num); old_weapon[weapon_type] = weapon_num; old_ammo_count[weapon_type] = -1; } if (weapon_box_states[weapon_type] != WS_SET) //fade gauge { int fade_value = f2i(weapon_box_fade_values[weapon_type]); int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0; Gr_scanline_darkening_level = fade_value; gr_rect(HUD_SCALE_X(gauge_boxes[boxofs+weapon_type].left),HUD_SCALE_Y(gauge_boxes[boxofs+weapon_type].top),HUD_SCALE_X(gauge_boxes[boxofs+weapon_type].right),HUD_SCALE_Y(gauge_boxes[boxofs+weapon_type].bot)); Gr_scanline_darkening_level = GR_FADE_LEVELS; } gr_set_current_canvas(NULL); } void draw_weapon_boxes() { draw_weapon_box(0,Primary_weapon); if (weapon_box_states[0] == WS_SET) if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0]) if (Primary_weapon == VULCAN_INDEX) { #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_primary_ammo(old_ammo_count[0], Players[Player_num].primary_ammo[Primary_weapon]); #endif draw_primary_ammo_info(f2i(VULCAN_AMMO_SCALE * Players[Player_num].primary_ammo[Primary_weapon])); old_ammo_count[0] = Players[Player_num].primary_ammo[Primary_weapon]; } draw_weapon_box(1,Secondary_weapon); if (weapon_box_states[1] == WS_SET) if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1] || Players[Player_num].secondary_ammo[2] != old_prox) { old_prox=Players[Player_num].secondary_ammo[2]; #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_secondary_ammo(old_ammo_count[1], Players[Player_num].secondary_ammo[Secondary_weapon]); #endif draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]); old_ammo_count[1] = Players[Player_num].secondary_ammo[Secondary_weapon]; } if(GameArg.GfxGaugeHudMode!=0) { draw_primary_ammo_info(f2i(VULCAN_AMMO_SCALE * Players[Player_num].primary_ammo[Primary_weapon])); draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]); } } void sb_draw_energy_bar(int energy) { int erase_height,i; int ew,eh,eaw; PIGGY_PAGE_IN(Gauges[SB_GAUGE_ENERGY]); hud_bitblt( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &GameBitmaps[Gauges[SB_GAUGE_ENERGY].index], F1_0); erase_height = HUD_SCALE_Y((100 - energy) * SB_ENERGY_GAUGE_H / 100); gr_setcolor( 0 ); for (i=0;i<=erase_height;i++) gr_uline( i2f(HUD_SCALE_X(SB_ENERGY_GAUGE_X)), i2f(HUD_SCALE_Y(SB_ENERGY_GAUGE_Y)+i), i2f(HUD_SCALE_X(SB_ENERGY_GAUGE_X+(SB_ENERGY_GAUGE_W))), i2f(HUD_SCALE_Y(SB_ENERGY_GAUGE_Y)+i) ); gr_set_current_canvas( NULL ); //draw numbers gr_set_fontcolor(gr_getcolor(25,18,6),-1 ); gr_get_string_size((energy>199)?"200":(energy>99)?"100":(energy>9)?"00":"0",&ew,&eh,&eaw); gr_printf((grd_curscreen->sc_w/3)-(ew/2),HUD_SCALE_Y(SB_ENERGY_NUM_Y),"%d",energy); } void sb_draw_shield_num(int shield) { grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode].index]; int sw,sh,saw; //draw numbers gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(14,14,23),-1 ); //erase old one PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode] ); gr_setcolor(gr_gpixel(bm,SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y-(SM_H(Game_screen_mode)-bm->bm_h))); gr_get_string_size((shield>199)?"200":(shield>99)?"100":(shield>9)?"00":"0",&sw,&sh,&saw); gr_printf((grd_curscreen->sc_w/2.267)-(sw/2),HUD_SCALE_Y(SB_SHIELD_NUM_Y),"%d",shield); } void sb_draw_shield_bar(int shield) { int bm_num = shield>=100?9:(shield / 10); gr_set_current_canvas( NULL ); PIGGY_PAGE_IN( Gauges[GAUGE_SHIELDS+9-bm_num] ); hud_bitblt( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index], F1_0); } void sb_draw_keys() { grs_bitmap * bm; int flags = Players[Player_num].flags; gr_set_current_canvas( NULL ); bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF].index]; PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF]); hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm, F1_0); bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF].index]; PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF]); hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm, F1_0); bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF].index]; PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF]); hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm, F1_0); } // Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left. void draw_invulnerable_ship() { static fix time=0; gr_set_current_canvas( NULL ); if (Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime > F1_0*4 || Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime < 0 || GameTime & 0x8000) { if (Cockpit_mode == CM_STATUS_BAR) { PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]); hud_bitblt( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index], F1_0); } else { PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]); hud_bitblt( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index], F1_0); } time += FrameTime; while (time > INV_FRAME_TIME) { time -= INV_FRAME_TIME; if (++invulnerable_frame == N_INVULNERABLE_FRAMES) invulnerable_frame=0; } } else if (Cockpit_mode == CM_STATUS_BAR) sb_draw_shield_bar(f2ir(Players[Player_num].shields)); else draw_shield_bar(f2ir(Players[Player_num].shields)); } #ifdef HOSTAGE_FACES void draw_hostage_gauge() { int drew; gr_set_current_canvas(NULL); drew = do_hostage_effects(); if (drew) { int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0; old_weapon[1] = old_ammo_count[1] = -1; } } #endif extern int Missile_gun; extern int allowed_to_fire_laser(void); extern int allowed_to_fire_missile(void); rgb player_rgb[] = { {15,15,23}, {27,0,0}, {0,23,0}, {30,11,31}, {31,16,0}, {24,17,6}, {14,21,12}, {29,29,0}, }; //draw the reticle void show_reticle(int force_big_one) { int x,y; int laser_ready,missile_ready,laser_ammo,missile_ammo; int cross_bm_num,primary_bm_num,secondary_bm_num; x = grd_curcanv->cv_w/2; y = grd_curcanv->cv_h/2; laser_ready = allowed_to_fire_laser(); missile_ready = allowed_to_fire_missile(); laser_ammo = player_has_weapon(Primary_weapon,0); missile_ammo = player_has_weapon(Secondary_weapon,1); primary_bm_num = (laser_ready && laser_ammo==HAS_ALL); secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL); if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) primary_bm_num++; if (Secondary_weapon!=CONCUSSION_INDEX && Secondary_weapon!=HOMING_INDEX) secondary_bm_num += 3; else if (secondary_bm_num && !(Missile_gun&1)) secondary_bm_num++; cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0)); Assert(primary_bm_num <= 2); Assert(secondary_bm_num <= 4); Assert(cross_bm_num <= 1); #ifdef OGL if (GameArg.OglReticle==2 || (GameArg.OglReticle && grd_curcanv->cv_bitmap.bm_w > 320)){ ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num); }else #endif if (grd_curcanv->cv_bitmap.bm_w > 200 || force_big_one) { #ifndef OGL PIGGY_PAGE_IN(Gauges[RETICLE_CROSS + cross_bm_num]); gr_ubitmapm(x-4 ,y-2,&GameBitmaps[Gauges[RETICLE_CROSS + cross_bm_num].index]); PIGGY_PAGE_IN(Gauges[RETICLE_PRIMARY + primary_bm_num]); gr_ubitmapm(x-15,y+6,&GameBitmaps[Gauges[RETICLE_PRIMARY + primary_bm_num].index]); PIGGY_PAGE_IN(Gauges[RETICLE_SECONDARY + secondary_bm_num]); gr_ubitmapm(x-12,y+1,&GameBitmaps[Gauges[RETICLE_SECONDARY + secondary_bm_num].index]); #else PIGGY_PAGE_IN(Gauges[RETICLE_CROSS + cross_bm_num]); ogl_ubitmapm_cs(x-(HUD_SCALE_X(4)) ,y-(HUD_SCALE_Y(2)),HUD_SCALE_X(9),HUD_SCALE_Y(7),&GameBitmaps[Gauges[RETICLE_CROSS + cross_bm_num].index],255,F1_0); PIGGY_PAGE_IN(Gauges[RETICLE_PRIMARY + primary_bm_num]); ogl_ubitmapm_cs(x-(HUD_SCALE_X(15)),y+(HUD_SCALE_Y(6)),HUD_SCALE_X(31),HUD_SCALE_Y(5),&GameBitmaps[Gauges[RETICLE_PRIMARY + primary_bm_num].index],255,F1_0); PIGGY_PAGE_IN(Gauges[RETICLE_SECONDARY + secondary_bm_num]); ogl_ubitmapm_cs(x-(HUD_SCALE_X(12)),y+(HUD_SCALE_Y(1)),HUD_SCALE_X(25),HUD_SCALE_Y(10),&GameBitmaps[Gauges[RETICLE_SECONDARY + secondary_bm_num].index],255,F1_0); #endif } else { PIGGY_PAGE_IN(Gauges[SML_RETICLE_CROSS + cross_bm_num]); gr_ubitmapm(x-2,y-1,&GameBitmaps[Gauges[SML_RETICLE_CROSS + cross_bm_num].index]); PIGGY_PAGE_IN(Gauges[SML_RETICLE_PRIMARY + primary_bm_num]); gr_ubitmapm(x-8,y+2,&GameBitmaps[Gauges[SML_RETICLE_PRIMARY + primary_bm_num].index]); PIGGY_PAGE_IN(Gauges[SML_RETICLE_SECONDARY + secondary_bm_num]); gr_ubitmapm(x-6,y-2,&GameBitmaps[Gauges[SML_RETICLE_SECONDARY + secondary_bm_num].index]); } #ifndef SHAREWARE #ifdef NETWORK if ((Newdemo_state == ND_STATE_PLAYBACK) || (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name)) { // Draw player callsign for player in sights fvi_query fq; vms_vector orient; int Hit_type; fvi_info Hit_data; fq.p0 = &ConsoleObject->pos; orient = ConsoleObject->orient.fvec; vm_vec_scale(&orient, F1_0*1024); vm_vec_add2(&orient, fq.p0); fq.p1 = &orient; fq.rad = 0; fq.thisobjnum = ConsoleObject - Objects; fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; fq.startseg = ConsoleObject->segnum; fq.ignore_obj_list = NULL; Hit_type = find_vector_intersection(&fq, &Hit_data); if ((Hit_type == HIT_OBJECT) && (Objects[Hit_data.hit_object].type == OBJ_PLAYER)) { // Draw callsign on HUD char s[CALLSIGN_LEN+1]; int w, h, aw; int x1, y1; int pnum; int color_num; pnum = Objects[Hit_data.hit_object].id; if ((Game_mode & GM_TEAM) && (get_team(pnum) != get_team(Player_num)) && (Newdemo_state != ND_STATE_PLAYBACK)) return; if (Game_mode & GM_TEAM) color_num = get_team(pnum); else color_num = pnum; sprintf(s, "%s", Players[pnum].callsign); gr_get_string_size(s, &w, &h, &aw); gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 ); x1 = x-(w/2); y1 = y+12; gr_string (x1, y1, s); } #ifndef NDEBUG else if ((Hit_type == HIT_OBJECT) && (Objects[Hit_data.hit_object].type == OBJ_ROBOT)) { char s[CALLSIGN_LEN+1]; int w, h, aw; int x1, y1; int color_num = 0; sprintf(s, "%d", Hit_data.hit_object); gr_get_string_size(s, &w, &h, &aw); gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 ); x1 = x-(w/2); y1 = y+(HUD_SCALE_Y(12)); gr_string (x1, y1, s); } #endif } #endif #endif } #ifdef NETWORK void hud_show_kill_list() { int n_players,player_list[MAX_NUM_NET_PLAYERS]; int n_left,i,x0,x1,y,save_y,fth; if (Show_kill_list_timer > 0) { Show_kill_list_timer -= FrameTime; if (Show_kill_list_timer < 0) Show_kill_list = 0; } #ifdef SHAREWARE if (Game_mode & GM_MULTI_COOP) { Show_kill_list = 0; return; } #endif gr_set_curfont( GAME_FONT ); n_players = multi_get_kill_list(player_list); if (Show_kill_list == 3) n_players = 2; if (n_players <= 4) n_left = n_players; else n_left = (n_players+1)/2; fth = FONTSCALE_Y(GAME_FONT->ft_h); x0 = 1; x1 = GAME_FONT->ft_aw*9; #ifndef SHAREWARE if (Game_mode & GM_MULTI_COOP) x1 = GAME_FONT->ft_aw*7; #endif save_y = y = grd_curcanv->cv_h - n_left*(fth+(HUD_SCALE_Y(1))); if (Cockpit_mode == CM_FULL_COCKPIT) { save_y = y -= 6*(SHEIGHT/200); } for (i=0;icv_w - GAME_FONT->ft_aw*12; else x0 = grd_curcanv->cv_w - GAME_FONT->ft_aw*13; #ifndef SHAREWARE if (Game_mode & GM_MULTI_COOP) x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*6; else #endif if(Show_kill_list == 2) x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*6; else x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*3; y = save_y; } if (Show_kill_list == 3) player_num = i; else player_num = player_list[i]; if (Show_kill_list == 1 || Show_kill_list ==2) { int color; if (Players[player_num].connected != 1) gr_set_fontcolor(gr_getcolor(12, 12, 12), -1); else if (Game_mode & GM_TEAM) { color = get_team(player_num); gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 ); } else { color = player_num; gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 ); } } else { gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 ); } if (Show_kill_list == 3) strcpy(name, Netgame.team_name[i]); else strcpy(name,Players[player_num].callsign); // Note link to above if!! gr_get_string_size(name,&sw,&sh,&aw); while (sw > (x1-x0-3)) { name[strlen(name)-1]=0; gr_get_string_size(name,&sw,&sh,&aw); } gr_printf(x0,y,"%s",name); if (Show_kill_list == 3) gr_printf(x1,y,"%3d",team_kills[i]); #ifndef SHAREWARE else if (Game_mode & GM_MULTI_COOP) gr_printf(x1,y,"%-6d",Players[player_num].score); #endif else if (Show_kill_list == 2) gr_printf(x1,y,"%i/%i(%i%%)",Players[player_num].net_kills_total,Players[player_num].net_killed_total,(Players[player_num].net_killed_total+Players[player_num].net_kills_total)?(Players[player_num].net_kills_total*100)/(Players[player_num].net_killed_total+Players[player_num].net_kills_total):0); else gr_printf(x1,y,"%3d",Players[player_num].net_kills_total); y += fth+FONTSCALE_Y(1); } } #endif //draw all the things on the HUD void draw_hud() { // Show score so long as not in rearview if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR) { hud_show_score(); if (score_time) hud_show_score_added(); } // Show other stuff if not in rearview or letterbox. if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN) hud_show_homing_warning(); if (Cockpit_mode==CM_FULL_SCREEN) { hud_show_energy(); hud_show_shield(); hud_show_weapons(); hud_show_keys(); hud_show_cloak_invuln(); if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags )) { newdemo_record_player_flags(old_flags, Players[Player_num].flags); old_flags = Players[Player_num].flags; } } #ifdef NETWORK #ifndef RELEASE if (!(Game_mode&GM_MULTI && Show_kill_list)) show_time(); #endif #endif if (Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles) && !GameArg.GfxNoReticle) show_reticle(0); HUD_render_message_frame(); if (Cockpit_mode!=CM_STATUS_BAR) hud_show_lives(); #ifdef NETWORK if (Game_mode&GM_MULTI && Show_kill_list) hud_show_kill_list(); #endif } if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) { HUD_render_message_frame(); gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); if (Newdemo_state == ND_STATE_PLAYBACK) gr_printf(0x8000,grd_curcanv->cv_h-HUD_SCALE_Y(14),TXT_REAR_VIEW); else gr_printf(0x8000,grd_curcanv->cv_h-HUD_SCALE_Y(10),TXT_REAR_VIEW); } } //print out some player statistics void render_gauges() { int energy = f2ir(Players[Player_num].energy); int shields = f2ir(Players[Player_num].shields); int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0); Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR); // check to see if our display mode has changed since last render time -- // if so, then we need to make new gauge canvases. if (shields < 0 ) shields = 0; gr_set_current_canvas(NULL); gr_set_curfont( GAME_FONT ); if (Newdemo_state == ND_STATE_RECORDING) if (Players[Player_num].homing_object_dist >= 0) newdemo_record_homing_distance(Players[Player_num].homing_object_dist); draw_weapon_boxes(); if (Cockpit_mode == CM_FULL_COCKPIT) { #ifdef OGL hud_bitblt (0, 0, &GameBitmaps[cockpit_bitmap[Cockpit_mode].index],F1_0); #endif if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy)) { newdemo_record_player_energy( #ifndef SHAREWARE old_energy, #endif energy); old_energy = energy; } draw_energy_bar(energy); draw_numerical_display(shields, energy); draw_player_ship(cloak, old_cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y); if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { draw_invulnerable_ship(); old_shields = shields ^ 1; } else { // Draw the shield gauge if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields)) { newdemo_record_player_shields( #ifndef SHAREWARE old_shields, #endif shields); old_shields = shields; } draw_shield_bar(shields); } draw_numerical_display(shields, energy); if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags)) { newdemo_record_player_flags(old_flags, Players[Player_num].flags); old_flags = Players[Player_num].flags; } draw_keys(); show_homing_warning(); } else if (Cockpit_mode == CM_STATUS_BAR) { if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy)) { newdemo_record_player_energy( #ifndef SHAREWARE old_energy, #endif energy); old_energy = energy; } sb_draw_energy_bar(energy); draw_player_ship(cloak, old_cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y); if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { draw_invulnerable_ship(); old_shields = shields ^ 1; } else { // Draw the shield gauge if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields)) { newdemo_record_player_shields( #ifndef SHAREWARE old_shields, #endif shields); old_shields = shields; } sb_draw_shield_bar(shields); } sb_draw_shield_num(shields); if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags)) { newdemo_record_player_flags(old_flags, Players[Player_num].flags); old_flags = Players[Player_num].flags; } sb_draw_keys(); // May want to record this in a demo... if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { sb_show_lives(); old_lives = Players[Player_num].net_killed_total; } else { sb_show_lives(); old_lives = Players[Player_num].lives; } if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { sb_show_score(); old_score = Players[Player_num].net_kills_total; } else { sb_show_score(); old_score = Players[Player_num].score; sb_show_score_added(); } } else draw_player_ship(cloak, old_cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y); old_cloak = cloak; } // --------------------------------------------------------------------------------------------------------- // Call when picked up a laser powerup. // If laser is active, set old_weapon[0] to -1 to force redraw. void update_laser_weapon_info(void) { if (old_weapon[0] == 0) old_weapon[0] = -1; }