dxx-rebirth/main/gauges.c

4014 lines
112 KiB
C

/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include <conf.h>
#ifdef WINDOWS
#include "desw.h"
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include "pa_enabl.h" //$$POLY_ACC
#include "inferno.h"
#include "game.h"
#include "screens.h"
#include "gauges.h"
#include "physics.h"
#include "error.h"
#include "menu.h" // For the font.
#include "mono.h"
#include "collide.h"
#include "newdemo.h"
#include "player.h"
#include "gamefont.h"
#include "bm.h"
#include "text.h"
#include "powerup.h"
#include "sounds.h"
#include "multi.h"
#include "network.h"
#include "endlevel.h"
#include "cntrlcen.h"
#include "controls.h"
#include "wall.h"
#include "text.h"
#include "render.h"
#include "piggy.h"
#include "laser.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#if defined(POLY_ACC)
#include "poly_acc.h"
#endif
void draw_ammo_info(int x,int y,int ammo_count,int primary);
extern void draw_guided_crosshair(void);
bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
bitmap_index Gauges_hires[MAX_GAUGE_BMS]; // hires gauges
grs_canvas *Canv_LeftEnergyGauge;
grs_canvas *Canv_AfterburnerGauge;
grs_canvas *Canv_SBEnergyGauge;
grs_canvas *Canv_SBAfterburnerGauge;
grs_canvas *Canv_RightEnergyGauge;
grs_canvas *Canv_NumericalGauge;
//Flags for gauges/hud stuff
ubyte Reticle_on=1;
//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_AFTERBURNER 20
#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
#define SB_GAUGE_AFTERBURNER 71
#define FLAG_ICON_RED 72
#define FLAG_ICON_BLUE 73
/* Use static inline function under GCC to avoid CR/LF issues */
#ifdef __GNUC__
#define PAGE_IN_GAUGE(x) _page_in_gauge(x)
static inline void _page_in_gauge(int x)
{
if (FontHires) {
PIGGY_PAGE_IN(Gauges_hires[x]);
} else {
PIGGY_PAGE_IN(Gauges[x]);
}
}
#else
#define PAGE_IN_GAUGE(x) \
do { \
if (FontHires) { \
PIGGY_PAGE_IN(Gauges_hires[x]); \
} else { \
PIGGY_PAGE_IN(Gauges[x]); \
} \
} while (0)
#endif
#define GET_GAUGE_INDEX(x) (FontHires?Gauges_hires[x].index:Gauges[x].index)
//change MAX_GAUGE_BMS when adding gauges
//Coordinats for gauges
extern int Current_display_mode;
// cockpit keys
#define GAUGE_BLUE_KEY_X_L 272
#define GAUGE_BLUE_KEY_Y_L 152
#define GAUGE_BLUE_KEY_X_H 535
#define GAUGE_BLUE_KEY_Y_H 374
#define GAUGE_BLUE_KEY_X (Current_display_mode?GAUGE_BLUE_KEY_X_H:GAUGE_BLUE_KEY_X_L)
#define GAUGE_BLUE_KEY_Y (Current_display_mode?GAUGE_BLUE_KEY_Y_H:GAUGE_BLUE_KEY_Y_L)
#define GAUGE_GOLD_KEY_X_L 273
#define GAUGE_GOLD_KEY_Y_L 162
#define GAUGE_GOLD_KEY_X_H 537
#define GAUGE_GOLD_KEY_Y_H 395
#define GAUGE_GOLD_KEY_X (Current_display_mode?GAUGE_GOLD_KEY_X_H:GAUGE_GOLD_KEY_X_L)
#define GAUGE_GOLD_KEY_Y (Current_display_mode?GAUGE_GOLD_KEY_Y_H:GAUGE_GOLD_KEY_Y_L)
#define GAUGE_RED_KEY_X_L 274
#define GAUGE_RED_KEY_Y_L 172
#define GAUGE_RED_KEY_X_H 539
#define GAUGE_RED_KEY_Y_H 416
#define GAUGE_RED_KEY_X (Current_display_mode?GAUGE_RED_KEY_X_H:GAUGE_RED_KEY_X_L)
#define GAUGE_RED_KEY_Y (Current_display_mode?GAUGE_RED_KEY_Y_H:GAUGE_RED_KEY_Y_L)
// status bar keys
#define SB_GAUGE_KEYS_X_L 11
#define SB_GAUGE_KEYS_X_H 26
#define SB_GAUGE_KEYS_X (Current_display_mode?SB_GAUGE_KEYS_X_H:SB_GAUGE_KEYS_X_L)
#define SB_GAUGE_BLUE_KEY_Y_L 153
#define SB_GAUGE_GOLD_KEY_Y_L 169
#define SB_GAUGE_RED_KEY_Y_L 185
#define SB_GAUGE_BLUE_KEY_Y_H 390
#define SB_GAUGE_GOLD_KEY_Y_H 422
#define SB_GAUGE_RED_KEY_Y_H 454
#define SB_GAUGE_BLUE_KEY_Y (Current_display_mode?SB_GAUGE_BLUE_KEY_Y_H:SB_GAUGE_BLUE_KEY_Y_L)
#define SB_GAUGE_GOLD_KEY_Y (Current_display_mode?SB_GAUGE_GOLD_KEY_Y_H:SB_GAUGE_GOLD_KEY_Y_L)
#define SB_GAUGE_RED_KEY_Y (Current_display_mode?SB_GAUGE_RED_KEY_Y_H:SB_GAUGE_RED_KEY_Y_L)
// cockpit enery gauges
#define LEFT_ENERGY_GAUGE_X_L 70
#define LEFT_ENERGY_GAUGE_Y_L 131
#define LEFT_ENERGY_GAUGE_W_L 64
#define LEFT_ENERGY_GAUGE_H_L 8
#define LEFT_ENERGY_GAUGE_X_H 137
#define LEFT_ENERGY_GAUGE_Y_H 314
#define LEFT_ENERGY_GAUGE_W_H 133
#define LEFT_ENERGY_GAUGE_H_H 21
#define LEFT_ENERGY_GAUGE_X (Current_display_mode?LEFT_ENERGY_GAUGE_X_H:LEFT_ENERGY_GAUGE_X_L)
#define LEFT_ENERGY_GAUGE_Y (Current_display_mode?LEFT_ENERGY_GAUGE_Y_H:LEFT_ENERGY_GAUGE_Y_L)
#define LEFT_ENERGY_GAUGE_W (Current_display_mode?LEFT_ENERGY_GAUGE_W_H:LEFT_ENERGY_GAUGE_W_L)
#define LEFT_ENERGY_GAUGE_H (Current_display_mode?LEFT_ENERGY_GAUGE_H_H:LEFT_ENERGY_GAUGE_H_L)
#define RIGHT_ENERGY_GAUGE_X (Current_display_mode?380:190)
#define RIGHT_ENERGY_GAUGE_Y (Current_display_mode?314:131)
#define RIGHT_ENERGY_GAUGE_W (Current_display_mode?133:64)
#define RIGHT_ENERGY_GAUGE_H (Current_display_mode?21:8)
// cockpit afterburner gauge
#define AFTERBURNER_GAUGE_X_L 45-1
#define AFTERBURNER_GAUGE_Y_L 158
#define AFTERBURNER_GAUGE_W_L 12
#define AFTERBURNER_GAUGE_H_L 32
#define AFTERBURNER_GAUGE_X_H 88
#define AFTERBURNER_GAUGE_Y_H 377
#define AFTERBURNER_GAUGE_W_H 21
#define AFTERBURNER_GAUGE_H_H 65
#define AFTERBURNER_GAUGE_X (Current_display_mode?AFTERBURNER_GAUGE_X_H:AFTERBURNER_GAUGE_X_L)
#define AFTERBURNER_GAUGE_Y (Current_display_mode?AFTERBURNER_GAUGE_Y_H:AFTERBURNER_GAUGE_Y_L)
#define AFTERBURNER_GAUGE_W (Current_display_mode?AFTERBURNER_GAUGE_W_H:AFTERBURNER_GAUGE_W_L)
#define AFTERBURNER_GAUGE_H (Current_display_mode?AFTERBURNER_GAUGE_H_H:AFTERBURNER_GAUGE_H_L)
// sb energy gauge
#define SB_ENERGY_GAUGE_X (Current_display_mode?196:98)
#define SB_ENERGY_GAUGE_Y (Current_display_mode?382:(155-2))
#define SB_ENERGY_GAUGE_W (Current_display_mode?32:16)
#define SB_ENERGY_GAUGE_H (Current_display_mode?60:29)
// sb afterburner gauge
#define SB_AFTERBURNER_GAUGE_X (Current_display_mode?196:98)
#define SB_AFTERBURNER_GAUGE_Y (Current_display_mode?446:184)
#define SB_AFTERBURNER_GAUGE_W (Current_display_mode?33:16)
#define SB_AFTERBURNER_GAUGE_H (Current_display_mode?29:13)
#define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+(Current_display_mode?4:2))
#define SB_ENERGY_NUM_Y (Current_display_mode?457:175)
#define SHIELD_GAUGE_X (Current_display_mode?292:146)
#define SHIELD_GAUGE_Y (Current_display_mode?374:155)
#define SHIELD_GAUGE_W (Current_display_mode?70:35)
#define SHIELD_GAUGE_H (Current_display_mode?77:32)
#define SHIP_GAUGE_X (SHIELD_GAUGE_X+(Current_display_mode?11:5))
#define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+(Current_display_mode?10:5))
#define SB_SHIELD_GAUGE_X (Current_display_mode?247:123) //139
#define SB_SHIELD_GAUGE_Y (Current_display_mode?395:163)
#define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+(Current_display_mode?11:5))
#define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+(Current_display_mode?10:5))
#define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+(Current_display_mode?21:12)) //151
#define SB_SHIELD_NUM_Y (SB_SHIELD_GAUGE_Y-(Current_display_mode?16:8)) //156 -- MWA used to be hard coded to 156
#define NUMERICAL_GAUGE_X (Current_display_mode?308:154)
#define NUMERICAL_GAUGE_Y (Current_display_mode?316:130)
#define NUMERICAL_GAUGE_W (Current_display_mode?38:19)
#define NUMERICAL_GAUGE_H (Current_display_mode?55:22)
#define PRIMARY_W_PIC_X (Current_display_mode?(135-10):64)
#define PRIMARY_W_PIC_Y (Current_display_mode?370:154)
#define PRIMARY_W_TEXT_X (Current_display_mode?182:87)
#define PRIMARY_W_TEXT_Y (Current_display_mode?400:157)
#define PRIMARY_AMMO_X (Current_display_mode?186:(96-3))
#define PRIMARY_AMMO_Y (Current_display_mode?420:171)
#define SECONDARY_W_PIC_X (Current_display_mode?466:234)
#define SECONDARY_W_PIC_Y (Current_display_mode?374:154)
#define SECONDARY_W_TEXT_X (Current_display_mode?413:207)
#define SECONDARY_W_TEXT_Y (Current_display_mode?378:157)
#define SECONDARY_AMMO_X (Current_display_mode?428:213)
#define SECONDARY_AMMO_Y (Current_display_mode?407:171)
#define SB_LIVES_X (Current_display_mode?(550-10-3):266)
#define SB_LIVES_Y (Current_display_mode?450-3:185)
#define SB_LIVES_LABEL_X (Current_display_mode?475:237)
#define SB_LIVES_LABEL_Y (SB_LIVES_Y+1)
#define SB_SCORE_RIGHT_L 301
#define SB_SCORE_RIGHT_H (605+8)
#define SB_SCORE_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
#define SB_SCORE_Y (Current_display_mode?398:158)
#define SB_SCORE_LABEL_X (Current_display_mode?475:237)
#define SB_SCORE_ADDED_RIGHT (Current_display_mode?SB_SCORE_RIGHT_H:SB_SCORE_RIGHT_L)
#define SB_SCORE_ADDED_Y (Current_display_mode?413:165)
#define HOMING_WARNING_X (Current_display_mode?14:7)
#define HOMING_WARNING_Y (Current_display_mode?415:171)
#define BOMB_COUNT_X (Current_display_mode?546:275)
#define BOMB_COUNT_Y (Current_display_mode?445:186)
#define SB_BOMB_COUNT_X (Current_display_mode?342:171)
#define SB_BOMB_COUNT_Y (Current_display_mode?458:191)
#ifdef WINDOWS
#define LHX(x) ((x)*(Current_display_mode?2:1))
#define LHY(y) ((y)*(Current_display_mode?2.4:1))
#else
#define LHX(x) ((x)*(MenuHires?2:1))
#define LHY(y) ((y)*(MenuHires?2.4:1))
#endif
static int score_display[2];
static fix score_time;
static int old_score[2] = { -1, -1 };
static int old_energy[2] = { -1, -1 };
static int old_shields[2] = { -1, -1 };
static int old_flags[2] = { -1, -1 };
static int old_weapon[2][2] = {{ -1, -1 },{-1,-1}};
static int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}};
static int Old_Omega_charge[2] = { -1, -1 };
static int old_laser_level[2] = { -1, -1 };
static int old_cloak[2] = { 0, 0 };
static int old_lives[2] = { -1, -1 };
static fix old_afterburner[2] = { -1, -1 };
static int old_bombcount[2] = { 0, 0 };
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_user[2]={WBU_WEAPON,WBU_WEAPON}; //see WBU_ constants in gauges.h
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)
typedef struct span {
byte l,r;
} span;
//store delta x values from left of box
span weapon_window_left[] = { //first span 67,151
{8,51},
{6,53},
{5,54},
{4-1,53+2},
{4-1,53+3},
{4-1,53+3},
{4-2,53+3},
{4-2,53+3},
{3-1,53+3},
{3-1,53+3},
{3-1,53+3},
{3-1,53+3},
{3-1,53+3},
{3-1,53+3},
{3-1,53+3},
{3-2,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{2-1,53+3},
{1-1,53+3},
{1-1,53+2},
{1-1,53+2},
{1-1,53+2},
{1-1,53+2},
{1-1,53+2},
{1-1,53+2},
{1-1,53+2},
{0,53+2},
{0,53+2},
{0,53+2},
{0,53+2},
{0,52+3},
{1-1,52+2},
{2-2,51+3},
{3-2,51+2},
{4-2,50+2},
{5-2,50},
{5-2+2,50-2},
};
//store delta x values from left of box
span weapon_window_right[] = { //first span 207,154
{208-202,255-202},
{206-202,257-202},
{205-202,258-202},
{204-202,259-202},
{203-202,260-202},
{203-202,260-202},
{203-202,260-202},
{203-202,260-202},
{203-202,260-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,261-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{203-202,262-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{204-202,263-202},
{205-202,263-202},
{206-202,262-202},
{207-202,261-202},
{208-202,260-202},
{211-202,255-202},
};
//store delta x values from left of box
span weapon_window_left_hires[] = { //first span 67,154
{20,110},
{18,113},
{16,114},
{15,116},
{14,117},
{13,118},
{12,119},
{11,119},
{10,120},
{10,120},
{9,121},
{8,121},
{8,121},
{8,122},
{7,122},
{7,122},
{7,122},
{7,122},
{7,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{6,122},
{5,122},
{5,122},
{5,122},
{5,122},
{5,121},
{5,121},
{5,121},
{5,121},
{5,121},
{5,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{4,121},
{3,121},
{3,121},
{3,120},
{3,120},
{3,120},
{3,120},
{3,120},
{3,120},
{3,120},
{3,120},
{3,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{2,120},
{1,120},
{1,120},
{1,119},
{1,119},
{1,119},
{1,119},
{1,119},
{1,119},
{1,119},
{1,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,118},
{0,118},
{0,118},
{0,117},
{0,117},
{0,117},
{1,116},
{1,116},
{2,115},
{2,114},
{3,113},
{4,112},
{5,111},
{5,110},
{7,109},
{9,107},
{10,105},
{12,102},
};
//store delta x values from left of box
span weapon_window_right_hires[] = { //first span 207,154
{12,105},
{9,107},
{8,109},
{6,110},
{5,111},
{4,112},
{3,113},
{3,114},
{2,115},
{2,115},
{1,116},
{1,117},
{1,117},
{0,117},
{0,118},
{0,118},
{0,118},
{0,118},
{0,118},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,119},
{0,120},
{0,120},
{0,120},
{0,120},
{1,120},
{1,120},
{1,120},
{1,120},
{1,120},
{1,120},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,121},
{1,122},
{1,122},
{2,122},
{2,122},
{2,122},
{2,122},
{2,122},
{2,122},
{2,122},
{2,122},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,123},
{2,124},
{2,124},
{3,124},
{3,124},
{3,124},
{3,124},
{3,124},
{3,124},
{3,124},
{3,125},
{3,125},
{3,125},
{3,125},
{3,125},
{3,125},
{3,125},
{3,125},
{4,125},
{4,125},
{4,125},
{5,125},
{5,125},
{5,125},
{6,125},
{6,124},
{7,123},
{8,123},
{9,122},
{10,121},
{11,120},
{12,120},
{13,118},
{15,117},
{18,115},
{20,114},
};
#define N_LEFT_WINDOW_SPANS (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
#define N_RIGHT_WINDOW_SPANS (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
#define N_LEFT_WINDOW_SPANS_H (sizeof(weapon_window_left_hires)/sizeof(*weapon_window_left_hires))
#define N_RIGHT_WINDOW_SPANS_H (sizeof(weapon_window_right_hires)/sizeof(*weapon_window_right_hires))
// defining box boundries for weapon pictures
#define PRIMARY_W_BOX_LEFT_L 63
#define PRIMARY_W_BOX_TOP_L 151 //154
#define PRIMARY_W_BOX_RIGHT_L (PRIMARY_W_BOX_LEFT_L+58)
#define PRIMARY_W_BOX_BOT_L (PRIMARY_W_BOX_TOP_L+N_LEFT_WINDOW_SPANS-1)
#define PRIMARY_W_BOX_LEFT_H 121
#define PRIMARY_W_BOX_TOP_H 364
#define PRIMARY_W_BOX_RIGHT_H 242
#define PRIMARY_W_BOX_BOT_H (PRIMARY_W_BOX_TOP_H+N_LEFT_WINDOW_SPANS_H-1) //470
#define PRIMARY_W_BOX_LEFT (Current_display_mode?PRIMARY_W_BOX_LEFT_H:PRIMARY_W_BOX_LEFT_L)
#define PRIMARY_W_BOX_TOP (Current_display_mode?PRIMARY_W_BOX_TOP_H:PRIMARY_W_BOX_TOP_L)
#define PRIMARY_W_BOX_RIGHT (Current_display_mode?PRIMARY_W_BOX_RIGHT_H:PRIMARY_W_BOX_RIGHT_L)
#define PRIMARY_W_BOX_BOT (Current_display_mode?PRIMARY_W_BOX_BOT_H:PRIMARY_W_BOX_BOT_L)
#define SECONDARY_W_BOX_LEFT_L 202 //207
#define SECONDARY_W_BOX_TOP_L 151
#define SECONDARY_W_BOX_RIGHT_L 263 //(SECONDARY_W_BOX_LEFT+54)
#define SECONDARY_W_BOX_BOT_L (SECONDARY_W_BOX_TOP_L+N_RIGHT_WINDOW_SPANS-1)
#define SECONDARY_W_BOX_LEFT_H 404
#define SECONDARY_W_BOX_TOP_H 363
#define SECONDARY_W_BOX_RIGHT_H 529
#define SECONDARY_W_BOX_BOT_H (SECONDARY_W_BOX_TOP_H+N_RIGHT_WINDOW_SPANS_H-1) //470
#define SECONDARY_W_BOX_LEFT (Current_display_mode?SECONDARY_W_BOX_LEFT_H:SECONDARY_W_BOX_LEFT_L)
#define SECONDARY_W_BOX_TOP (Current_display_mode?SECONDARY_W_BOX_TOP_H:SECONDARY_W_BOX_TOP_L)
#define SECONDARY_W_BOX_RIGHT (Current_display_mode?SECONDARY_W_BOX_RIGHT_H:SECONDARY_W_BOX_RIGHT_L)
#define SECONDARY_W_BOX_BOT (Current_display_mode?SECONDARY_W_BOX_BOT_H:SECONDARY_W_BOX_BOT_L)
#define SB_PRIMARY_W_BOX_LEFT_L 34 //50
#define SB_PRIMARY_W_BOX_TOP_L 153
#define SB_PRIMARY_W_BOX_RIGHT_L (SB_PRIMARY_W_BOX_LEFT_L+53+2)
#define SB_PRIMARY_W_BOX_BOT_L (195+1)
#define SB_PRIMARY_W_BOX_LEFT_H 68
#define SB_PRIMARY_W_BOX_TOP_H 381
#define SB_PRIMARY_W_BOX_RIGHT_H 179
#define SB_PRIMARY_W_BOX_BOT_H 473
#define SB_PRIMARY_W_BOX_LEFT (Current_display_mode?SB_PRIMARY_W_BOX_LEFT_H:SB_PRIMARY_W_BOX_LEFT_L)
#define SB_PRIMARY_W_BOX_TOP (Current_display_mode?SB_PRIMARY_W_BOX_TOP_H:SB_PRIMARY_W_BOX_TOP_L)
#define SB_PRIMARY_W_BOX_RIGHT (Current_display_mode?SB_PRIMARY_W_BOX_RIGHT_H:SB_PRIMARY_W_BOX_RIGHT_L)
#define SB_PRIMARY_W_BOX_BOT (Current_display_mode?SB_PRIMARY_W_BOX_BOT_H:SB_PRIMARY_W_BOX_BOT_L)
#define SB_SECONDARY_W_BOX_LEFT_L 169
#define SB_SECONDARY_W_BOX_TOP_L 153
#define SB_SECONDARY_W_BOX_RIGHT_L (SB_SECONDARY_W_BOX_LEFT_L+54+1)
#define SB_SECONDARY_W_BOX_BOT_L (153+43)
#define SB_SECONDARY_W_BOX_LEFT_H 338
#define SB_SECONDARY_W_BOX_TOP_H 381
#define SB_SECONDARY_W_BOX_RIGHT_H 449
#define SB_SECONDARY_W_BOX_BOT_H 473
#define SB_SECONDARY_W_BOX_LEFT (Current_display_mode?SB_SECONDARY_W_BOX_LEFT_H:SB_SECONDARY_W_BOX_LEFT_L) //210
#define SB_SECONDARY_W_BOX_TOP (Current_display_mode?SB_SECONDARY_W_BOX_TOP_H:SB_SECONDARY_W_BOX_TOP_L)
#define SB_SECONDARY_W_BOX_RIGHT (Current_display_mode?SB_SECONDARY_W_BOX_RIGHT_H:SB_SECONDARY_W_BOX_RIGHT_L)
#define SB_SECONDARY_W_BOX_BOT (Current_display_mode?SB_SECONDARY_W_BOX_BOT_H:SB_SECONDARY_W_BOX_BOT_L)
#define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
#define SB_PRIMARY_W_PIC_Y (Current_display_mode?382:154)
#define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?50:24)) //(51+23)
#define SB_PRIMARY_W_TEXT_Y (Current_display_mode?390:157)
#define SB_PRIMARY_AMMO_X (SB_PRIMARY_W_BOX_LEFT+(Current_display_mode?(38+20):30)) //((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
#define SB_PRIMARY_AMMO_Y (Current_display_mode?410:171)
#define SB_SECONDARY_W_PIC_X (Current_display_mode?385:(SB_SECONDARY_W_BOX_LEFT+29)) //(212+27)
#define SB_SECONDARY_W_PIC_Y (Current_display_mode?382:154)
#define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
#define SB_SECONDARY_W_TEXT_Y (Current_display_mode?389:157)
#define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+(Current_display_mode?(14-4):11)) //(212+9)
#define SB_SECONDARY_AMMO_Y (Current_display_mode?414:171)
typedef struct gauge_box {
int left,top;
int right,bot; //maximal box
span *spanlist; //list of left,right spans for copy
} gauge_box;
gauge_box gauge_boxes[] = {
// primary left/right low res
{PRIMARY_W_BOX_LEFT_L,PRIMARY_W_BOX_TOP_L,PRIMARY_W_BOX_RIGHT_L,PRIMARY_W_BOX_BOT_L,weapon_window_left},
{SECONDARY_W_BOX_LEFT_L,SECONDARY_W_BOX_TOP_L,SECONDARY_W_BOX_RIGHT_L,SECONDARY_W_BOX_BOT_L,weapon_window_right},
//sb left/right low res
{SB_PRIMARY_W_BOX_LEFT_L,SB_PRIMARY_W_BOX_TOP_L,SB_PRIMARY_W_BOX_RIGHT_L,SB_PRIMARY_W_BOX_BOT_L,NULL},
{SB_SECONDARY_W_BOX_LEFT_L,SB_SECONDARY_W_BOX_TOP_L,SB_SECONDARY_W_BOX_RIGHT_L,SB_SECONDARY_W_BOX_BOT_L,NULL},
// primary left/right hires
{PRIMARY_W_BOX_LEFT_H,PRIMARY_W_BOX_TOP_H,PRIMARY_W_BOX_RIGHT_H,PRIMARY_W_BOX_BOT_H,weapon_window_left_hires},
{SECONDARY_W_BOX_LEFT_H,SECONDARY_W_BOX_TOP_H,SECONDARY_W_BOX_RIGHT_H,SECONDARY_W_BOX_BOT_H,weapon_window_right_hires},
// sb left/right hires
{SB_PRIMARY_W_BOX_LEFT_H,SB_PRIMARY_W_BOX_TOP_H,SB_PRIMARY_W_BOX_RIGHT_H,SB_PRIMARY_W_BOX_BOT_H,NULL},
{SB_SECONDARY_W_BOX_LEFT_H,SB_SECONDARY_W_BOX_TOP_H,SB_SECONDARY_W_BOX_RIGHT_H,SB_SECONDARY_W_BOX_BOT_H,NULL},
};
// these macros refer to arrays above
#define COCKPIT_PRIMARY_BOX (!Current_display_mode?0:4)
#define COCKPIT_SECONDARY_BOX (!Current_display_mode?1:5)
#define SB_PRIMARY_BOX (!Current_display_mode?2:6)
#define SB_SECONDARY_BOX (!Current_display_mode?3:7)
int Color_0_31_0 = -1;
//copy a box from the off-screen buffer to the visible page
#ifdef WINDOWS
void copy_gauge_box(gauge_box *box,dd_grs_canvas *cv)
{
// This is kind of funny. If we are in a full cockpit mode
// we have a system offscreen buffer for our canvas.
// Since this is true of cockpit mode only, we should do a
// direct copy from system to video memory without blting.
if (box->spanlist) {
int n_spans = box->bot-box->top+1;
int cnt,y;
if (Cockpit_mode==CM_FULL_COCKPIT && cv->sram) {
grs_bitmap *bm;
Assert(cv->sram);
DDGRLOCK(cv);
DDGRLOCK(dd_grd_curcanv);
bm = &cv->canvas.cv_bitmap;
for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
{
gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
}
DDGRUNLOCK(dd_grd_curcanv);
DDGRUNLOCK(cv);
}
else {
for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++)
{
dd_gr_blt_notrans(cv,
box->left+box->spanlist[cnt].l,y,
box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
dd_grd_curcanv,
box->left+box->spanlist[cnt].l,y,
box->spanlist[cnt].r-box->spanlist[cnt].l+1,1);
}
}
}
else {
dd_gr_blt_notrans(cv, box->left, box->top,
box->right-box->left+1, box->bot-box->top+1,
dd_grd_curcanv, box->left, box->top,
box->right-box->left+1, box->bot-box->top+1);
}
}
#else
void copy_gauge_box(gauge_box *box,grs_bitmap *bm)
{
if (box->spanlist) {
int n_spans = box->bot-box->top+1;
int cnt,y;
//gr_setcolor(BM_XRGB(31,0,0));
for (cnt=0,y=box->top;cnt<n_spans;cnt++,y++) {
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (pa_set_back_to_read());
gr_bm_ubitblt(box->spanlist[cnt].r-box->spanlist[cnt].l+1,1,
box->left+box->spanlist[cnt].l,y,box->left+box->spanlist[cnt].l,y,bm,&grd_curcanv->cv_bitmap);
//gr_scanline(box->left+box->spanlist[cnt].l,box->left+box->spanlist[cnt].r,y);
PA_DFX (pa_set_backbuffer_current());
PA_DFX (pa_set_front_to_read());
}
}
else
{
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (pa_set_back_to_read());
gr_bm_ubitblt(box->right-box->left+1,box->bot-box->top+1,
box->left,box->top,box->left,box->top,
bm,&grd_curcanv->cv_bitmap);
PA_DFX (pa_set_backbuffer_current());
PA_DFX (pa_set_front_to_read());
}
}
#endif
#ifdef MACINTOSH
extern int gr_bitblt_double;
int copy_whole_box = 0;
void copy_gauge_box_double(gauge_box *box,grs_bitmap *bm)
{
if (!copy_whole_box && box->spanlist) {
int n_spans = box->bot-box->top+1;
int cnt, sx, dx, sy, dy;
sy = dy = box->top;
for (cnt=0; cnt < n_spans; cnt++) {
ubyte * dbits;
ubyte * sbits;
int i, j;
sx = box->left;
dx = box->left+box->spanlist[cnt].l;
sbits = bm->bm_data + (bm->bm_rowsize * sy) + sx;
dbits = grd_curcanv->cv_bitmap.bm_data + (grd_curcanv->cv_bitmap.bm_rowsize * dy) + dx;
for (j = box->spanlist[cnt].l; j < box->spanlist[cnt].r+1; j++)
*dbits++ = sbits[j/2];
dy++;
if (cnt & 1)
sy++;
}
}
else
gr_bm_ubitblt_double_slow(box->right-box->left+1,box->bot-box->top,
box->left,box->top,box->left,box->top,
bm,&grd_curcanv->cv_bitmap);
}
#endif
//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
#define HUD_MESSAGE_LENGTH 150
#define HUD_MAX_NUM 4
extern int HUD_nmessages, hud_first; // From hud.c
extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
extern fix ThisLevelTime;
extern fix Omega_charge;
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-LHX(2), 3, score_str);
}
void hud_show_timer_count()
{
char score_str[20];
int w, h, aw,i;
fix timevar=0;
if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
return;
#ifdef NETWORK
if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed)
{
timevar=i2f (Netgame.PlayTimeAllowed*5*60);
i=f2i(timevar-ThisLevelTime);
i++;
sprintf(score_str, "T - %5d", i);
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);
if (i>-1 && !Control_center_destroyed)
gr_printf(grd_curcanv->cv_w-w-LHX(10), LHX(11), score_str);
}
#endif
}
//y offset between lines on HUD
int Line_spacing;
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] == 0)
return;
gr_set_curfont( GAME_FONT );
score_time -= FrameTime;
if (score_time > 0) {
color = f2i(score_time * 20) + 12;
if (color < 10) color = 12;
if (color > 31) color = 30;
color = color - (color % 4); // Only allowing colors 12,16,20,24,28 speeds up gr_getcolor, improves caching
if (Cheats_enabled)
sprintf(score_str, "%s", TXT_CHEATER);
else
sprintf(score_str, "%5d", score_display[0]);
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-LHX(2+10), Line_spacing+4, score_str);
} else {
score_time = 0;
score_display[0] = 0;
}
}
void sb_show_score()
{
char score_str[20];
int x,y;
int w, h, aw;
static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
int redraw_score;
WIN(DDGRLOCK(dd_grd_curcanv));
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
redraw_score = -99;
else
redraw_score = -1;
if (old_score[VR_current_page]==redraw_score) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
{
PA_DFX(pa_set_frontbuffer_current());
PA_DFX(gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS));
PA_DFX(pa_set_backbuffer_current());
gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
}
else
{
PA_DFX (pa_set_frontbuffer_current() );
PA_DFX (gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_SCORE) );
PA_DFX(pa_set_backbuffer_current());
gr_printf(SB_SCORE_LABEL_X,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 = SB_SCORE_RIGHT-w-LHX(2);
y = SB_SCORE_Y;
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h));
PA_DFX(pa_set_backbuffer_current());
gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],y,SB_SCORE_RIGHT,y+GAME_FONT->ft_h);
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 );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(x,y,score_str));
PA_DFX(pa_set_backbuffer_current());
gr_printf(x,y,score_str);
last_x[(Current_display_mode?2:0)+VR_current_page] = x;
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void sb_show_score_added()
{
int color;
int w, h, aw;
char score_str[32];
int x;
static int last_x[4]={SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
static int last_score_display[2] = { -1, -1};
int frc=0;
PA_DFX (frc=0);
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
return;
if (score_display[VR_current_page] == 0)
return;
WIN(DDGRLOCK(dd_grd_curcanv));
gr_set_curfont( GAME_FONT );
score_time -= FrameTime;
if (score_time > 0) {
if (score_display[VR_current_page] != last_score_display[VR_current_page] || frc) {
gr_setcolor(BM_XRGB(0,0,0));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
PA_DFX(pa_set_backbuffer_current());
gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
last_score_display[VR_current_page] = score_display[VR_current_page];
}
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[VR_current_page]);
gr_get_string_size(score_str, &w, &h, &aw );
x = SB_SCORE_ADDED_RIGHT-w-LHX(2);
gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(x, SB_SCORE_ADDED_Y, score_str));
PA_DFX(pa_set_backbuffer_current());
gr_printf(x, SB_SCORE_ADDED_Y, score_str);
last_x[(Current_display_mode?2:0)+VR_current_page] = x;
} else {
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h));
PA_DFX(pa_set_backbuffer_current());
gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page],SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
score_time = 0;
score_display[VR_current_page] = 0;
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
fix Last_warning_beep_time[2] = {0,0}; // 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 (Last_warning_beep_time[VR_current_page] > GameTime)
Last_warning_beep_time[VR_current_page] = 0;
if (GameTime - Last_warning_beep_time[VR_current_page] > beep_delay/2) {
digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
Last_warning_beep_time[VR_current_page] = GameTime;
}
}
}
int Last_homing_warning_shown[2]={-1,-1};
// -----------------------------------------------------------------------------
void show_homing_warning(void)
{
if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
if (Last_homing_warning_shown[VR_current_page] == 1) {
PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
WIN(DDGRUNLOCK(dd_grd_curcanv));
Last_homing_warning_shown[VR_current_page] = 0;
}
return;
}
WINDOS(
dd_gr_set_current_canvas( get_current_game_screen() ),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv))
{
if (Players[Player_num].homing_object_dist >= 0) {
if (GameTime & 0x4000) {
if (Last_homing_warning_shown[VR_current_page] != 1) {
PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_ON );
gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_ON) ] );
Last_homing_warning_shown[VR_current_page] = 1;
}
} else {
if (Last_homing_warning_shown[VR_current_page] != 0) {
PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
Last_homing_warning_shown[VR_current_page] = 0;
}
}
} else if (Last_homing_warning_shown[VR_current_page] != 0) {
PAGE_IN_GAUGE( GAUGE_HOMING_WARNING_OFF );
gr_ubitmapm( HOMING_WARNING_X, HOMING_WARNING_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_HOMING_WARNING_OFF) ] );
Last_homing_warning_shown[VR_current_page] = 0;
}
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
#define MAX_SHOWN_LIVES 4
extern int Game_window_y;
extern int SW_y[2];
void hud_show_homing_warning(void)
{
if (Players[Player_num].homing_object_dist >= 0) {
if (GameTime & 0x4000) {
int x=0x8000, y=grd_curcanv->cv_h-Line_spacing;
if (weapon_box_user[0] != WBU_WEAPON || weapon_box_user[1] != WBU_WEAPON) {
int wy = (weapon_box_user[0] != WBU_WEAPON)?SW_y[0]:SW_y[1];
y = min(y,(wy - Line_spacing - Game_window_y));
}
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(x,y,TXT_LOCK);
}
}
}
void hud_show_keys(void)
{
int y = 3*Line_spacing;
int dx = GAME_FONT->ft_w+GAME_FONT->ft_w/2;
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
PAGE_IN_GAUGE( KEY_ICON_BLUE );
gr_ubitmapm(2,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_BLUE) ] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PAGE_IN_GAUGE( KEY_ICON_YELLOW );
gr_ubitmapm(2+dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_YELLOW) ] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PAGE_IN_GAUGE( KEY_ICON_RED );
gr_ubitmapm(2+2*dx,y,&GameBitmaps[ GET_GAUGE_INDEX(KEY_ICON_RED) ] );
}
}
#ifdef NETWORK
extern grs_bitmap Orb_icons[2];
void hud_show_orbs (void)
{
if (Game_mode & GM_HOARD) {
int x,y;
grs_bitmap *bm;
x=y=0;
if (Cockpit_mode == CM_FULL_COCKPIT) {
y = 2*Line_spacing;
x = 4*GAME_FONT->ft_w;
}
else if (Cockpit_mode == CM_STATUS_BAR) {
y = Line_spacing;
x = GAME_FONT->ft_w;
}
else if (Cockpit_mode == CM_FULL_SCREEN) {
y = 5*Line_spacing;
x = GAME_FONT->ft_w;
if (FontHires)
y += Line_spacing;
}
else
Int3(); //what sort of cockpit?
bm = &Orb_icons[FontHires];
gr_ubitmapm(x,y,bm);
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(x+bm->bm_w+bm->bm_w/2, y+(FontHires?2:1), "x %d", Players[Player_num].secondary_ammo[PROXIMITY_INDEX]);
}
}
void hud_show_flag(void)
{
if ((Game_mode & GM_CAPTURE) && (Players[Player_num].flags & PLAYER_FLAGS_FLAG)) {
int x,y,icon;
x=y=0;
if (Cockpit_mode == CM_FULL_COCKPIT) {
y = 2*Line_spacing;
x = 4*GAME_FONT->ft_w;
}
else if (Cockpit_mode == CM_STATUS_BAR) {
y = Line_spacing;
x = GAME_FONT->ft_w;
}
else if (Cockpit_mode == CM_FULL_SCREEN) {
y = 5*Line_spacing;
x = GAME_FONT->ft_w;
if (FontHires)
y += Line_spacing;
}
else
Int3(); //what sort of cockpit?
icon = (get_team(Player_num) == TEAM_BLUE)?FLAG_ICON_RED:FLAG_ICON_BLUE;
PAGE_IN_GAUGE( icon );
gr_ubitmapm(x,y,&GameBitmaps[ GET_GAUGE_INDEX(icon) ] );
}
}
#endif
void hud_show_energy(void)
{
//gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
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-5*Line_spacing,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
else
gr_printf(2, grd_curcanv->cv_h-Line_spacing,"%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[VR_current_page]) {
newdemo_record_player_energy(old_energy[VR_current_page], energy);
old_energy[VR_current_page] = energy;
}
}
}
void hud_show_afterburner(void)
{
int y;
if (! (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
return; //don't draw if don't have
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
y = (Game_mode & GM_MULTI)?(-8*Line_spacing):(-3*Line_spacing);
gr_printf(2, grd_curcanv->cv_h+y, "burn: %d%%" , fixmul(Afterburner_charge,100));
if (Newdemo_state==ND_STATE_RECORDING ) {
if (Afterburner_charge != old_afterburner[VR_current_page]) {
newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
old_afterburner[VR_current_page] = Afterburner_charge;
}
}
}
char *d2_very_short_secondary_weapon_names[] =
{"Flash","Guided","SmrtMine","Mercury","Shaker"};
#define SECONDARY_WEAPON_NAMES_VERY_SHORT(weapon_num) \
((weapon_num <= MEGA_INDEX)?(*(&TXT_CONCUSSION + (weapon_num))): \
d2_very_short_secondary_weapon_names[weapon_num-SMISSILE1_INDEX])
//return which bomb will be dropped next time the bomb key is pressed
extern int which_bomb();
void show_bomb_count(int x,int y,int bg_color,int always_show)
{
int bomb,count,countx;
char txt[5],*t;
bomb = which_bomb();
count = Players[Player_num].secondary_ammo[bomb];
#ifndef RELEASE
count = min(count,99); //only have room for 2 digits - cheating give 200
#endif
countx = (bomb==PROXIMITY_INDEX)?count:-count;
if (always_show && count == 0) //no bombs, draw nothing on HUD
return;
if (!always_show && countx == old_bombcount[VR_current_page])
return;
WIN(DDGRLOCK(dd_grd_curcanv));
// I hate doing this off of hard coded coords!!!!
if (Cockpit_mode == CM_STATUS_BAR) { //draw background
gr_setcolor(bg_color);
if (!Current_display_mode) {
gr_rect(169,189,189,196);
gr_setcolor(gr_find_closest_color(10,10,10));
gr_scanline(168,189,189);
} else {
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_rect(338,453,378,470));
PA_DFX(pa_set_backbuffer_current());
gr_rect(338,453,378,470);
gr_setcolor(gr_find_closest_color(10,10,10));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_scanline(336,378,453));
PA_DFX(pa_set_backbuffer_current());
gr_scanline(336,378,453);
}
}
if (count)
gr_set_fontcolor((bomb==PROXIMITY_INDEX)?gr_find_closest_color(55,0,0):gr_getcolor(59,50,21),bg_color);
else
gr_set_fontcolor(bg_color,bg_color); //erase by drawing in background color
sprintf(txt,"B:%02d",count);
while ((t=strchr(txt,'1')) != NULL)
*t = '\x84'; //convert to wide '1'
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_string(x,y,txt));
PA_DFX(pa_set_backbuffer_current());
gr_string(x,y,txt);
WIN(DDGRUNLOCK(dd_grd_curcanv));
old_bombcount[VR_current_page] = countx;
}
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);
}
//convert '1' characters to special wide ones
#define convert_1s(s) do {char *p=s; while ((p=strchr(p,'1')) != NULL) *p=132;} while(0)
void hud_show_weapons(void)
{
int w, h, aw;
int y;
char *weapon_name;
char weapon_str[32];
// gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
y = grd_curcanv->cv_h;
if (Game_mode & GM_MULTI)
y -= 4*Line_spacing;
weapon_name = PRIMARY_WEAPON_NAMES_SHORT(Primary_weapon);
switch (Primary_weapon) {
case LASER_INDEX:
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
sprintf(weapon_str, "%s %s %i", TXT_QUAD, weapon_name, Players[Player_num].laser_level+1);
else
sprintf(weapon_str, "%s %i", weapon_name, Players[Player_num].laser_level+1);
break;
case SUPER_LASER_INDEX: Int3(); break; //no such thing as super laser
case VULCAN_INDEX:
case GAUSS_INDEX:
sprintf(weapon_str, "%s: %i", weapon_name, f2i((unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX] * (unsigned) VULCAN_AMMO_SCALE));
convert_1s(weapon_str);
break;
case SPREADFIRE_INDEX:
case PLASMA_INDEX:
case FUSION_INDEX:
case HELIX_INDEX:
case PHOENIX_INDEX:
strcpy(weapon_str, weapon_name);
break;
case OMEGA_INDEX:
sprintf(weapon_str, "%s: %03i", weapon_name, Omega_charge * 100/MAX_OMEGA_CHARGE);
convert_1s(weapon_str);
break;
default: Int3(); weapon_str[0] = 0; break;
}
gr_get_string_size(weapon_str, &w, &h, &aw );
gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-2*Line_spacing, weapon_str);
if (Primary_weapon == VULCAN_INDEX) {
if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0][VR_current_page]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[Primary_weapon]);
old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[Primary_weapon];
}
}
if (Primary_weapon == OMEGA_INDEX) {
if (Omega_charge != Old_Omega_charge[VR_current_page]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
Old_Omega_charge[VR_current_page] = Omega_charge;
}
}
weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
gr_get_string_size(weapon_str, &w, &h, &aw );
gr_printf(grd_curcanv->cv_bitmap.bm_w-5-w, y-Line_spacing, weapon_str);
if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
}
show_bomb_count(grd_curcanv->cv_bitmap.bm_w-(3*GAME_FONT->ft_w+(FontHires?0:2)), y-3*Line_spacing,-1,1);
}
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 -= 7*Line_spacing;
else
y -= 4*Line_spacing;
if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX - GameTime > F1_0*3 ) || (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 -= 10*Line_spacing;
else
y -= 5*Line_spacing;
if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000))
gr_printf(2, y, "%s", TXT_INVULNERABLE);
}
}
void hud_show_shield(void)
{
// gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
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-6*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
else
gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
} else {
if (Game_mode & GM_MULTI)
gr_printf(2, grd_curcanv->cv_h-6*Line_spacing,"%s: 0", TXT_SHIELD );
else
gr_printf(2, grd_curcanv->cv_h-2*Line_spacing,"%s: 0", TXT_SHIELD );
}
if (Newdemo_state==ND_STATE_RECORDING ) {
int shields = f2ir(Players[Player_num].shields);
if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
newdemo_record_player_shields(old_shields[VR_current_page], shields);
old_shields[VR_current_page] = 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(10, 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
}
else if (Players[Player_num].lives > 1) {
grs_bitmap *bm;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
PAGE_IN_GAUGE( GAUGE_LIVES );
bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
gr_ubitmapm(10,3,bm);
gr_printf(10+bm->bm_w+bm->bm_w/2, 4, "x %d", Players[Player_num].lives-1);
}
}
void sb_show_lives()
{
int x,y;
grs_bitmap * bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_LIVES) ];
int frc=0;
x = SB_LIVES_X;
y = SB_LIVES_Y;
PA_DFX (frc=0);
WIN(DDGRLOCK(dd_grd_curcanv));
if (old_lives[VR_current_page]==-1 || frc) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if (Game_mode & GM_MULTI)
{
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS));
PA_DFX (pa_set_backbuffer_current());
gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
}
else
{
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES));
PA_DFX (pa_set_backbuffer_current());
gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_LIVES);
}
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
if (Game_mode & GM_MULTI)
{
char killed_str[20];
int w, h, aw;
static int last_x[4] = {SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_L,SB_SCORE_RIGHT_H,SB_SCORE_RIGHT_H};
int x;
WIN(DDGRLOCK(dd_grd_curcanv));
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));
gr_rect(last_x[(Current_display_mode?2:0)+VR_current_page], y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
gr_set_fontcolor(gr_getcolor(0,20,0),-1);
x = SB_SCORE_RIGHT-w-2;
gr_printf(x, y+1, killed_str);
last_x[(Current_display_mode?2:0)+VR_current_page] = x;
WIN(DDGRUNLOCK(dd_grd_curcanv));
return;
}
if (frc || old_lives[VR_current_page]==-1 || Players[Player_num].lives != old_lives[VR_current_page]) {
WIN(DDGRLOCK(dd_grd_curcanv));
//erase old icons
gr_setcolor(BM_XRGB(0,0,0));
PA_DFX (pa_set_frontbuffer_current());
gr_rect(x, y, SB_SCORE_RIGHT, y+bm->bm_h);
PA_DFX (pa_set_backbuffer_current());
gr_rect(x, y, SB_SCORE_RIGHT, 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 );
PAGE_IN_GAUGE( GAUGE_LIVES );
#ifdef PA_3DFX_VOODOO
PA_DFX (pa_set_frontbuffer_current());
gr_ubitmapm(x, y,bm);
gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
#endif
PA_DFX (pa_set_backbuffer_current());
gr_ubitmapm(x, y,bm);
gr_printf(x+bm->bm_w+GAME_FONT->ft_w, y, "x %d", Players[Player_num].lives-1);
// gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
// for (i=0;i<draw_count;i++,x+=bm->bm_w+2)
// gr_ubitmapm(x,y,bm);
}
#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(grd_curcanv->cv_w-4*GAME_FONT->ft_w,grd_curcanv->cv_h-4*Line_spacing,"%d:%02d", mins, secs);
//@@#ifdef PIGGY_USE_PAGING
//@@ {
//@@ char text[25];
//@@ int w,h,aw;
//@@ sprintf( text, "%d KB", Piggy_bitmap_cache_next/1024 );
//@@ gr_get_string_size( text, &w, &h, &aw );
//@@ gr_printf(grd_curcanv->cv_w-10-w,grd_curcanv->cv_h/2, text );
//@@ }
//@@#endif
}
#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[0] += points;
score_display[1] += 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;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_score(points);
#ifdef NETWORK
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
if (Game_mode & GM_MULTI)
return;
#endif
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;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_score(points);
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 );
}
}
#include "key.h"
void init_gauge_canvases()
{
PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
Canv_LeftEnergyGauge = gr_create_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
Canv_SBAfterburnerGauge = gr_create_canvas( SB_AFTERBURNER_GAUGE_W, SB_AFTERBURNER_GAUGE_H );
Canv_RightEnergyGauge = gr_create_canvas( RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
Canv_NumericalGauge = gr_create_canvas( NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
Canv_AfterburnerGauge = gr_create_canvas( AFTERBURNER_GAUGE_W, AFTERBURNER_GAUGE_H );
}
void close_gauge_canvases()
{
gr_free_canvas( Canv_LeftEnergyGauge );
gr_free_canvas( Canv_SBEnergyGauge );
gr_free_canvas( Canv_SBAfterburnerGauge );
gr_free_canvas( Canv_RightEnergyGauge );
gr_free_canvas( Canv_NumericalGauge );
gr_free_canvas( Canv_AfterburnerGauge );
}
void init_gauges()
{
int i;
//draw_gauges_on = 1;
for (i=0; i<2; i++ ) {
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[i] = -99;
else
old_score[i] = -1;
old_energy[i] = -1;
old_shields[i] = -1;
old_flags[i] = -1;
old_cloak[i] = -1;
old_lives[i] = -1;
old_afterburner[i] = -1;
old_bombcount[i] = 0;
old_laser_level[i] = 0;
old_weapon[0][i] = old_weapon[1][i] = -1;
old_ammo_count[0][i] = old_ammo_count[1][i] = -1;
Old_Omega_charge[i] = -1;
}
cloak_fade_state = 0;
weapon_box_user[0] = weapon_box_user[1] = WBU_WEAPON;
}
void draw_energy_bar(int energy)
{
int not_energy;
int x1, x2, y;
// Draw left energy bar
gr_set_current_canvas( Canv_LeftEnergyGauge );
PAGE_IN_GAUGE( GAUGE_ENERGY_LEFT );
gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_LEFT)] );
gr_setcolor( BM_XRGB(0,0,0) );
if ( !Current_display_mode )
not_energy = 61 - (energy*61)/100;
else
not_energy = 125 - (energy*125)/100;
if (energy < 100)
for (y=0; y < LEFT_ENERGY_GAUGE_H; y++) {
x1 = LEFT_ENERGY_GAUGE_H - 1 - y;
x2 = LEFT_ENERGY_GAUGE_H - 1 - y + not_energy;
if ( y>=0 && y<(LEFT_ENERGY_GAUGE_H/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
if ( y>=(LEFT_ENERGY_GAUGE_H/4) && y<((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 2) x2 = LEFT_ENERGY_GAUGE_W - 2;
if ( y>=((LEFT_ENERGY_GAUGE_H*3)/4) ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
if (x2 > x1) gr_uscanline( x1, x2, y );
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
WIN(DDGRUNLOCK(dd_grd_curcanv));
// Draw right energy bar
gr_set_current_canvas( Canv_RightEnergyGauge );
PAGE_IN_GAUGE( GAUGE_ENERGY_RIGHT );
gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_ENERGY_RIGHT) ] );
gr_setcolor( BM_XRGB(0,0,0) );
if (energy < 100)
for (y=0; y < RIGHT_ENERGY_GAUGE_H; y++) {
x1 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y - not_energy;
x2 = RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + y;
if ( y>=0 && y<(RIGHT_ENERGY_GAUGE_H/4) ) if (x1 < 0) x1 = 0;
if ( y>=(RIGHT_ENERGY_GAUGE_H/4) && y<((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 1) x1 = 1;
if ( y>=((RIGHT_ENERGY_GAUGE_H*3)/4) ) if (x1 < 2) x1 = 2;
if (x2 > x1) gr_uscanline( x1, x2, y );
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
ubyte afterburner_bar_table[AFTERBURNER_GAUGE_H_L*2] = {
3,11,
3,11,
3,11,
3,11,
3,11,
3,11,
2,11,
2,10,
2,10,
2,10,
2,10,
2,10,
2,10,
1,10,
1,10,
1,10,
1,9,
1,9,
1,9,
1,9,
0,9,
0,9,
0,8,
0,8,
0,8,
0,8,
1,8,
2,8,
3,8,
4,8,
5,8,
6,7,
};
ubyte afterburner_bar_table_hires[AFTERBURNER_GAUGE_H_H*2] = {
5,20,
5,20,
5,19,
5,19,
5,19,
5,19,
4,19,
4,19,
4,19,
4,19,
4,19,
4,18,
4,18,
4,18,
4,18,
3,18,
3,18,
3,18,
3,18,
3,18,
3,18,
3,17,
3,17,
2,17,
2,17,
2,17,
2,17,
2,17,
2,17,
2,17,
2,17,
2,16,
2,16,
1,16,
1,16,
1,16,
1,16,
1,16,
1,16,
1,16,
1,16,
1,15,
1,15,
1,15,
0,15,
0,15,
0,15,
0,15,
0,15,
0,15,
0,14,
0,14,
0,14,
1,14,
2,14,
3,14,
4,14,
5,14,
6,13,
7,13,
8,13,
9,13,
10,13,
11,13,
12,13
};
void draw_afterburner_bar(int afterburner)
{
int not_afterburner;
int y;
// Draw afterburner bar
gr_set_current_canvas( Canv_AfterburnerGauge );
PAGE_IN_GAUGE( GAUGE_AFTERBURNER );
gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_AFTERBURNER) ] );
gr_setcolor( BM_XRGB(0,0,0) );
not_afterburner = fixmul(f1_0 - afterburner,AFTERBURNER_GAUGE_H);
for (y=0;y<not_afterburner;y++) {
gr_uscanline( (Current_display_mode?afterburner_bar_table_hires[y*2]:afterburner_bar_table[y*2]),
(Current_display_mode?afterburner_bar_table_hires[y*2+1]:afterburner_bar_table[y*2+1]), y );
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmapm( AFTERBURNER_GAUGE_X, AFTERBURNER_GAUGE_Y, &Canv_AfterburnerGauge->cv_bitmap );
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
PA_DFX (pa_set_backbuffer_current());
gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
#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;
if (Game_mode & GM_TEAM) {
#ifdef NETWORK
PAGE_IN_GAUGE( GAUGE_SHIPS+get_team(Player_num) );
bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+get_team(Player_num)) ];
#endif
} else {
PAGE_IN_GAUGE( GAUGE_SHIPS+Player_num );
bm = &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_SHIPS+Player_num) ];
}
if (old_cloak_state==-1 && cloak_state)
cloak_fade_value=0;
// mprintf((0, "cloak/oldcloak %d/%d", cloak_state, old_cloak_state));
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;
//else if (cloak_state==0 && old_cloak_state==1)
// cloak_fade_state = 1;
if (cloak_state==old_cloak_state) //doing "about-to-uncloak" effect
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;
}
#if defined(POLY_ACC)
#ifdef MACINTOSH
if ( PAEnabled ) {
#endif
Gr_scanline_darkening_level = cloak_fade_value;
gr_set_current_canvas( get_current_game_screen() );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h));
PA_DFX (pa_set_backbuffer_current());
pa_blit_lit(&grd_curcanv->cv_bitmap, x, y, bm, 0, 0, bm->bm_w, bm->bm_h);
Gr_scanline_darkening_level = GR_FADE_LEVELS;
return;
// }
// else
// Gr_scanline_darkening_level = GR_FADE_LEVELS;
// mprintf ((1,"HEY! HIT THIS!\n"));
// Int3();
#ifdef MACINTOSH
}
#endif
#endif
WINDOS(
dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
gr_set_current_canvas(&VR_render_buffer[0])
);
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmap( x, y, bm);
Gr_scanline_darkening_level = cloak_fade_value;
gr_rect(x, y, x+bm->bm_w-1, y+bm->bm_h-1);
Gr_scanline_darkening_level = GR_FADE_LEVELS;
WIN(DDGRUNLOCK(dd_grd_curcanv));
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas( get_current_game_screen() )
);
#ifdef WINDOWS
DDGRLOCK(dd_grd_curcanv);
if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
DDGRLOCK(&dd_VR_render_buffer[0]);
}
else {
dd_gr_dup_hack(&dd_VR_render_buffer[0], dd_grd_curcanv);
}
#endif
WINDOS(
gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &dd_VR_render_buffer[0].canvas.cv_bitmap, &grd_curcanv->cv_bitmap),
gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap)
);
#ifdef WINDOWS
if (dd_grd_curcanv->lpdds != dd_VR_render_buffer[0].lpdds) {
DDGRUNLOCK(&dd_VR_render_buffer[0]);
}
else {
dd_gr_dup_unhack(&dd_VR_render_buffer[0]);
}
DDGRUNLOCK(dd_grd_curcanv);
#endif
}
#define INV_FRAME_TIME (f1_0/10) //how long for each frame
void draw_numerical_display(int shield, int energy)
{
gr_set_current_canvas( Canv_NumericalGauge );
gr_set_curfont( GAME_FONT );
PAGE_IN_GAUGE( GAUGE_NUMERICAL );
gr_ubitmap( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_NUMERICAL) ] );
gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
if (!Current_display_mode) {
gr_printf((shield>99)?3:((shield>9)?5:7),15,"%d",shield);
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_printf((energy>99)?3:((energy>9)?5:7),2,"%d",energy);
} else {
gr_printf((shield>99)?7:((shield>9)?11:15),33,"%d",shield);
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_printf((energy>99)?7:((energy>9)?11:15),4,"%d",energy);
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv));
gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void draw_keys()
{
WINDOS(
dd_gr_set_current_canvas( get_current_game_screen() ),
gr_set_current_canvas( get_current_game_screen() )
);
WIN(DDGRLOCK(dd_grd_curcanv));
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
PAGE_IN_GAUGE( GAUGE_BLUE_KEY );
gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY) ] );
} else {
PAGE_IN_GAUGE( GAUGE_BLUE_KEY_OFF );
gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_BLUE_KEY_OFF) ] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PAGE_IN_GAUGE( GAUGE_GOLD_KEY );
gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY) ] );
} else {
PAGE_IN_GAUGE( GAUGE_GOLD_KEY_OFF );
gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_GOLD_KEY_OFF) ] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PAGE_IN_GAUGE( GAUGE_RED_KEY );
gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY) ] );
} else {
PAGE_IN_GAUGE( GAUGE_RED_KEY_OFF );
gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[ GET_GAUGE_INDEX(GAUGE_RED_KEY_OFF) ] );
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
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));
// PA_DFX (pa_set_frontbuffer_current());
// PA_DFX (gr_rect(box->left,box->top,box->right,box->bot));
PA_DFX (pa_set_backbuffer_current());
gr_rect(box->left,box->top,box->right,box->bot);
if (Current_display_mode) {
bm=&GameBitmaps[Weapon_info[info_index].hires_picture.index];
PIGGY_PAGE_IN( Weapon_info[info_index].hires_picture );
} else {
bm=&GameBitmaps[Weapon_info[info_index].picture.index];
PIGGY_PAGE_IN( Weapon_info[info_index].picture );
}
Assert(bm != NULL);
// PA_DFX (pa_set_frontbuffer_current());
// PA_DFX (gr_ubitmapm(pic_x,pic_y,bm));
PA_DFX (pa_set_backbuffer_current());
gr_ubitmapm(pic_x,pic_y,bm);
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if ((p=strchr(name,'\n'))!=NULL) {
*p=0;
#ifdef PA_3DFX_VOODOO
// pa_set_frontbuffer_current();
// gr_printf(text_x,text_y,name);
// gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
#endif
PA_DFX (pa_set_backbuffer_current());
gr_printf(text_x,text_y,name);
gr_printf(text_x,text_y+grd_curcanv->cv_font->ft_h+1,p+1);
*p='\n';
} else
{
// PA_DFX(pa_set_frontbuffer_current());
// PA_DFX (gr_printf(text_x,text_y,name));
PA_DFX(pa_set_backbuffer_current());
gr_printf(text_x,text_y,name);
}
// For laser, show level and quadness
if (info_index == LASER_ID || info_index == SUPER_LASER_ID) {
char temp_str[7];
sprintf(temp_str, "%s: 0", TXT_LVL);
temp_str[5] = Players[Player_num].laser_level+1 + '0';
// PA_DFX(pa_set_frontbuffer_current());
// PA_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
PA_DFX(pa_set_backbuffer_current());
NO_DFX (gr_printf(text_x,text_y+Line_spacing, temp_str));
PA_DFX (gr_printf(text_x,text_y+12, temp_str));
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
strcpy(temp_str, TXT_QUAD);
// PA_DFX(pa_set_frontbuffer_current());
// PA_DFX (gr_printf(text_x,text_y+2*Line_spacing, temp_str));
PA_DFX(pa_set_backbuffer_current());
gr_printf(text_x,text_y+2*Line_spacing, temp_str);
}
}
}
void draw_weapon_info(int weapon_type,int weapon_num,int laser_level)
{
int info_index;
if (weapon_type == 0) {
info_index = Primary_weapon_to_weapon_info[weapon_num];
if (info_index == LASER_ID && laser_level > MAX_LASER_LEVEL)
info_index = SUPER_LASER_ID;
if (Cockpit_mode == CM_STATUS_BAR)
draw_weapon_info_sub(info_index,
&gauge_boxes[SB_PRIMARY_BOX],
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);
else
draw_weapon_info_sub(info_index,
&gauge_boxes[COCKPIT_PRIMARY_BOX],
PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y,
PRIMARY_WEAPON_NAMES_SHORT(weapon_num),
PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
}
else {
info_index = Secondary_weapon_to_weapon_info[weapon_num];
if (Cockpit_mode == CM_STATUS_BAR)
draw_weapon_info_sub(info_index,
&gauge_boxes[SB_SECONDARY_BOX],
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);
else
draw_weapon_info_sub(info_index,
&gauge_boxes[COCKPIT_SECONDARY_BOX],
SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,
SECONDARY_WEAPON_NAMES_SHORT(weapon_num),
SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
}
}
void draw_ammo_info(int x,int y,int ammo_count,int primary)
{
int w;
char str[16];
if (primary)
w = (grd_curcanv->cv_font->ft_w*7)/2;
else
w = (grd_curcanv->cv_font->ft_w*5)/2;
WIN(DDGRLOCK(dd_grd_curcanv));
{
PA_DFX (pa_set_frontbuffer_current());
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
sprintf(str,"%03d",ammo_count);
convert_1s(str);
gr_printf(x,y,str);
PA_DFX (pa_set_backbuffer_current());
gr_rect(x,y,x+w,y+grd_curcanv->cv_font->ft_h);
gr_printf(x,y,str);
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
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);
}
//returns true if drew picture
int draw_weapon_box(int weapon_type,int weapon_num)
{
int drew_flag=0;
int laser_level_changed;
WINDOS(
dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
gr_set_current_canvas(&VR_render_buffer[0])
);
PA_DFX (pa_set_backbuffer_current());
WIN(DDGRLOCK(dd_grd_curcanv));
gr_set_curfont( GAME_FONT );
laser_level_changed = (weapon_type==0 && weapon_num==LASER_INDEX && (Players[Player_num].laser_level != old_laser_level[VR_current_page]));
if ((weapon_num != old_weapon[weapon_type][VR_current_page] || laser_level_changed) && weapon_box_states[weapon_type] == WS_SET) {
weapon_box_states[weapon_type] = WS_FADING_OUT;
weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
}
if (old_weapon[weapon_type][VR_current_page] == -1) {
//@@if (laser_level_changed)
//@@ old_weapon[weapon_type][VR_current_page] = LASER_INDEX;
//@@else
{
draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
old_weapon[weapon_type][VR_current_page] = weapon_num;
old_ammo_count[weapon_type][VR_current_page]=-1;
Old_Omega_charge[VR_current_page]=-1;
old_laser_level[VR_current_page] = Players[Player_num].laser_level;
drew_flag=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][VR_current_page],old_laser_level[VR_current_page]);
old_ammo_count[weapon_type][VR_current_page]=-1;
Old_Omega_charge[VR_current_page]=-1;
drew_flag=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][VR_current_page] = weapon_num;
old_weapon[weapon_type][!VR_current_page] = weapon_num;
old_laser_level[VR_current_page] = Players[Player_num].laser_level;
old_laser_level[!VR_current_page] = Players[Player_num].laser_level;
weapon_box_fade_values[weapon_type] = 0;
}
}
else if (weapon_box_states[weapon_type] == WS_FADING_IN) {
if (weapon_num != old_weapon[weapon_type][VR_current_page]) {
weapon_box_states[weapon_type] = WS_FADING_OUT;
}
else {
draw_weapon_info(weapon_type,weapon_num,Players[Player_num].laser_level);
old_ammo_count[weapon_type][VR_current_page]=-1;
Old_Omega_charge[VR_current_page]=-1;
drew_flag=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][!VR_current_page] = -1; //force redraw (at full fade-in) of other page
}
}
}
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)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
Gr_scanline_darkening_level = fade_value;
// PA_DFX (pa_set_frontbuffer_current());
// PA_DFX (gr_rect(gauge_boxes[boxofs+weapon_type].left,gauge_boxes[boxofs+weapon_type].top,gauge_boxes[boxofs+weapon_type].right,gauge_boxes[boxofs+weapon_type].bot));
PA_DFX (pa_set_backbuffer_current());
gr_rect(gauge_boxes[boxofs+weapon_type].left,gauge_boxes[boxofs+weapon_type].top,gauge_boxes[boxofs+weapon_type].right,gauge_boxes[boxofs+weapon_type].bot);
Gr_scanline_darkening_level = GR_FADE_LEVELS;
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
return drew_flag;
}
fix static_time[2];
void draw_static(int win)
{
vclip *vc = &Vclip[VCLIP_MONITOR_STATIC];
grs_bitmap *bmp;
int framenum;
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
int x,y;
static_time[win] += FrameTime;
if (static_time[win] >= vc->play_time) {
weapon_box_user[win] = WBU_WEAPON;
return;
}
framenum = static_time[win] * vc->num_frames / vc->play_time;
PIGGY_PAGE_IN(vc->frames[framenum]);
bmp = &GameBitmaps[vc->frames[framenum].index];
WINDOS(
dd_gr_set_current_canvas(&dd_VR_render_buffer[0]),
gr_set_current_canvas(&VR_render_buffer[0])
);
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_backbuffer_current());
PA_DFX (pa_bypass_mode (0));
PA_DFX (pa_clip_window (gauge_boxes[boxofs+win].left,gauge_boxes[boxofs+win].top,
gauge_boxes[boxofs+win].right,gauge_boxes[boxofs+win].bot));
for (x=gauge_boxes[boxofs+win].left;x<gauge_boxes[boxofs+win].right;x+=bmp->bm_w)
for (y=gauge_boxes[boxofs+win].top;y<gauge_boxes[boxofs+win].bot;y+=bmp->bm_h)
gr_bitmap(x,y,bmp);
PA_DFX (pa_bypass_mode(1));
PA_DFX (pa_clip_window (0,0,640,480));
WIN(DDGRUNLOCK(dd_grd_curcanv));
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
// PA_DFX (return);
WINDOS(
copy_gauge_box(&gauge_boxes[boxofs+win],&dd_VR_render_buffer[0]),
copy_gauge_box(&gauge_boxes[boxofs+win],&VR_render_buffer[0].cv_bitmap)
);
}
void draw_weapon_boxes()
{
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?SB_PRIMARY_BOX:COCKPIT_PRIMARY_BOX;
int drew;
if (weapon_box_user[0] == WBU_WEAPON) {
drew = draw_weapon_box(0,Primary_weapon);
if (drew)
WINDOS(
copy_gauge_box(&gauge_boxes[boxofs+0],&dd_VR_render_buffer[0]),
copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap)
);
if (weapon_box_states[0] == WS_SET) {
if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
if (Players[Player_num].primary_ammo[VULCAN_INDEX] != old_ammo_count[0][VR_current_page]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(old_ammo_count[0][VR_current_page], Players[Player_num].primary_ammo[VULCAN_INDEX]);
draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
old_ammo_count[0][VR_current_page] = Players[Player_num].primary_ammo[VULCAN_INDEX];
}
}
if (Primary_weapon == OMEGA_INDEX) {
if (Omega_charge != Old_Omega_charge[VR_current_page]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(Old_Omega_charge[VR_current_page], Omega_charge);
draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
Old_Omega_charge[VR_current_page] = Omega_charge;
}
}
}
}
else if (weapon_box_user[0] == WBU_STATIC)
draw_static(0);
if (weapon_box_user[1] == WBU_WEAPON) {
drew = draw_weapon_box(1,Secondary_weapon);
if (drew)
WINDOS(
copy_gauge_box(&gauge_boxes[boxofs+1],&dd_VR_render_buffer[0]),
copy_gauge_box(&gauge_boxes[boxofs+1],&VR_render_buffer[0].cv_bitmap)
);
if (weapon_box_states[1] == WS_SET)
if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1][VR_current_page]) {
old_bombcount[VR_current_page] = 0x7fff; //force redraw
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_secondary_ammo(old_ammo_count[1][VR_current_page], Players[Player_num].secondary_ammo[Secondary_weapon]);
draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
old_ammo_count[1][VR_current_page] = Players[Player_num].secondary_ammo[Secondary_weapon];
}
}
else if (weapon_box_user[1] == WBU_STATIC)
draw_static(1);
}
void sb_draw_energy_bar(energy)
{
int erase_height, w, h, aw;
char energy_str[20];
gr_set_current_canvas( Canv_SBEnergyGauge );
PAGE_IN_GAUGE( SB_GAUGE_ENERGY );
gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_ENERGY) ] );
erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
if (erase_height > 0) {
gr_setcolor( BM_XRGB(0,0,0) );
gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap));
PA_DFX (pa_set_backbuffer_current());
gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
//draw numbers
sprintf(energy_str, "%d", energy);
gr_get_string_size(energy_str, &w, &h, &aw );
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy));
PA_DFX (pa_set_backbuffer_current());
gr_printf(SB_ENERGY_GAUGE_X + ((SB_ENERGY_GAUGE_W - w)/2), SB_ENERGY_GAUGE_Y + SB_ENERGY_GAUGE_H - GAME_FONT->ft_h - (GAME_FONT->ft_h / 4), "%d", energy);
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void sb_draw_afterburner()
{
int erase_height, w, h, aw;
char ab_str[3] = "AB";
gr_set_current_canvas( Canv_SBAfterburnerGauge );
PAGE_IN_GAUGE( SB_GAUGE_AFTERBURNER );
gr_ubitmapm( 0, 0, &GameBitmaps[ GET_GAUGE_INDEX(SB_GAUGE_AFTERBURNER) ] );
erase_height = fixmul((f1_0 - Afterburner_charge),SB_AFTERBURNER_GAUGE_H);
if (erase_height > 0) {
gr_setcolor( BM_XRGB(0,0,0) );
gr_rect(0,0,SB_AFTERBURNER_GAUGE_W-1,erase_height-1);
}
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_frontbuffer_current());
gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap );
PA_DFX (pa_set_backbuffer_current());
PA_DFX (gr_ubitmapm( SB_AFTERBURNER_GAUGE_X, SB_AFTERBURNER_GAUGE_Y, &Canv_SBAfterburnerGauge->cv_bitmap ));
//draw legend
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
gr_set_fontcolor(gr_getcolor(45,0,0),-1 );
else
gr_set_fontcolor(gr_getcolor(12,12,12),-1 );
gr_get_string_size(ab_str, &w, &h, &aw );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB"));
PA_DFX (pa_set_backbuffer_current());
gr_printf(SB_AFTERBURNER_GAUGE_X + ((SB_AFTERBURNER_GAUGE_W - w)/2),SB_AFTERBURNER_GAUGE_Y+SB_AFTERBURNER_GAUGE_H-GAME_FONT->ft_h - (GAME_FONT->ft_h / 4),"AB");
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void sb_draw_shield_num(int shield)
{
//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+(Current_display_mode?(Num_cockpits/2):0)] );
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_back_to_read());
gr_setcolor(gr_gpixel(&grd_curcanv->cv_bitmap,SB_SHIELD_NUM_X-1,SB_SHIELD_NUM_Y-1));
PA_DFX (pa_set_front_to_read());
PA_DFX (pa_set_frontbuffer_current());
gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h);
gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield);
PA_DFX (pa_set_backbuffer_current());
PA_DFX (gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+(Current_display_mode?27:13),SB_SHIELD_NUM_Y+GAME_FONT->ft_h));
PA_DFX (gr_printf((shield>99)?SB_SHIELD_NUM_X:((shield>9)?SB_SHIELD_NUM_X+2:SB_SHIELD_NUM_X+4),SB_SHIELD_NUM_Y,"%d",shield));
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void sb_draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
WIN(DDGRLOCK(dd_grd_curcanv));
PAGE_IN_GAUGE( GAUGE_SHIELDS+9-bm_num );
PA_DFX (pa_set_frontbuffer_current());
gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] );
PA_DFX (pa_set_backbuffer_current());
PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIELDS+9-bm_num) ] ));
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
void sb_draw_keys()
{
grs_bitmap * bm;
int flags = Players[Player_num].flags;
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
WIN(DDGRLOCK(dd_grd_curcanv));
PA_DFX (pa_set_frontbuffer_current());
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
#ifdef PA_3DFX_VOODOO
PA_DFX (pa_set_backbuffer_current());
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
bm = &GameBitmaps[ GET_GAUGE_INDEX((flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF) ];
PAGE_IN_GAUGE( (flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF );
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
#endif
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
// Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
void draw_invulnerable_ship()
{
static fix time=0;
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
WIN(DDGRLOCK(dd_grd_curcanv));
if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
if (Cockpit_mode == CM_STATUS_BAR) {
PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
PA_DFX (pa_set_frontbuffer_current());
gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] );
PA_DFX (pa_set_backbuffer_current());
PA_DFX (gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame) ] ));
} else {
PAGE_IN_GAUGE( GAUGE_INVULNERABLE+invulnerable_frame );
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] ));
PA_DFX (pa_set_backbuffer_current());
gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[GET_GAUGE_INDEX(GAUGE_INVULNERABLE+invulnerable_frame)] );
}
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));
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
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},
};
extern ubyte Newdemo_flying_guided;
extern int max_window_w;
typedef struct {byte x,y;} xy;
//offsets for reticle parts: high-big high-sml low-big low-sml
xy cross_offsets[4] = { {-8,-5}, {-4,-2}, {-4,-2}, {-2,-1} };
xy primary_offsets[4] = { {-30,14}, {-16,6}, {-15,6}, {-8, 2} };
xy secondary_offsets[4] = { {-24,2}, {-12,0}, {-12,1}, {-6,-2} };
//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;
int use_hires_reticle,small_reticle,ofs,gauge_index;
if (Newdemo_state==ND_STATE_PLAYBACK && Newdemo_flying_guided)
{
WIN(DDGRLOCK(dd_grd_curcanv));
draw_guided_crosshair();
WIN(DDGRUNLOCK(dd_grd_curcanv));
return;
}
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_to_gun_num[Secondary_weapon]==7)
secondary_bm_num += 3; //now value is 0,1 or 3,4
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 (gl_reticle==2 || (gl_reticle && grd_curcanv->cv_bitmap.bm_w > 320)){ ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
} else {
#endif
#ifndef MACINTOSH
use_hires_reticle = (FontHires != 0);
#else
use_hires_reticle = !Scanline_double;
#endif
WIN(DDGRLOCK(dd_grd_curcanv));
#ifndef MACINTOSH
small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*2 || force_big_one);
#else
small_reticle = !(grd_curcanv->cv_bitmap.bm_w*3 > max_window_w*(Scanline_double?1:2) || force_big_one);
#endif
ofs = (use_hires_reticle?0:2) + small_reticle;
gauge_index = (small_reticle?SML_RETICLE_CROSS:RETICLE_CROSS) + cross_bm_num;
PAGE_IN_GAUGE( gauge_index );
gr_ubitmapm(x+cross_offsets[ofs].x,y+cross_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
gauge_index = (small_reticle?SML_RETICLE_PRIMARY:RETICLE_PRIMARY) + primary_bm_num;
PAGE_IN_GAUGE( gauge_index );
gr_ubitmapm(x+primary_offsets[ofs].x,y+primary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
gauge_index = (small_reticle?SML_RETICLE_SECONDARY:RETICLE_SECONDARY) + secondary_bm_num;
PAGE_IN_GAUGE( gauge_index );
gr_ubitmapm(x+secondary_offsets[ofs].x,y+secondary_offsets[ofs].y,&GameBitmaps[GET_GAUGE_INDEX(gauge_index)] );
WIN(DDGRUNLOCK(dd_grd_curcanv));
#ifdef OGL
}
#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;
// ugly hack since placement of netgame players and kills is based off of
// menuhires (which is always 1 for mac). This throws off placement of
// players in pixel double mode.
#ifdef MACINTOSH
MenuHires = !(Scanline_double);
#endif
if (Show_kill_list_timer > 0)
{
Show_kill_list_timer -= FrameTime;
if (Show_kill_list_timer < 0)
Show_kill_list = 0;
}
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;
//If font size changes, this code might not work right anymore
//Assert(GAME_FONT->ft_h==5 && GAME_FONT->ft_w==7);
fth = GAME_FONT->ft_h;
x0 = LHX(1); x1 = LHX(43);
if (Game_mode & GM_MULTI_COOP)
x1 = LHX(31);
save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
if (Cockpit_mode == CM_FULL_COCKPIT) {
save_y = y -= LHX(6);
if (Game_mode & GM_MULTI_COOP)
x1 = LHX(33);
else
x1 = LHX(43);
}
for (i=0;i<n_players;i++) {
int player_num;
char name[9];
int sw,sh,aw;
if (i>=n_left) {
if (Cockpit_mode == CM_FULL_COCKPIT)
x0 = grd_curcanv->cv_w - LHX(53);
else
x0 = grd_curcanv->cv_w - LHX(60);
if (Game_mode & GM_MULTI_COOP)
x1 = grd_curcanv->cv_w - LHX(27);
else
x1 = grd_curcanv->cv_w - LHX(15); // Right edge of name, change this for width problems
if (i==n_left)
y = save_y;
if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
{
x1-=LHX(18);
// x0-=LHX(18);
}
}
else if (Netgame.KillGoal || Netgame.PlayTimeAllowed)
{
x1 = LHX(43);
x1-=LHX(18);
// x0-=LHX(18);
}
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-LHX(2))) {
name[strlen(name)-1]=0;
gr_get_string_size(name,&sw,&sh,&aw);
}
gr_printf(x0,y,"%s",name);
if (Show_kill_list==2)
{
if (Players[player_num].net_killed_total+Players[player_num].net_kills_total==0)
gr_printf (x1,y,"NA");
else
gr_printf (x1,y,"%d%%",(int)((float)((float)Players[player_num].net_kills_total/((float)Players[player_num].net_killed_total+(float)Players[player_num].net_kills_total))*100.0));
}
else if (Show_kill_list == 3)
gr_printf(x1,y,"%3d",team_kills[i]);
else if (Game_mode & GM_MULTI_COOP)
gr_printf(x1,y,"%-6d",Players[player_num].score);
else if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
gr_printf(x1,y,"%3d(%d)",Players[player_num].net_kills_total,Players[player_num].KillGoalCount);
else
gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
y += fth+1;
}
#ifdef MACINTOSH
MenuHires = 1;
#endif
}
#endif
#ifndef RELEASE
extern int Saving_movie_frames;
#else
#define Saving_movie_frames 0
#endif
//returns true if viewer can see object
int see_object(int objnum)
{
fvi_query fq;
int hit_type;
fvi_info hit_data;
//see if we can see this player
fq.p0 = &Viewer->pos;
fq.p1 = &Objects[objnum].pos;
fq.rad = 0;
fq.thisobjnum = Viewer - Objects;
fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
fq.startseg = Viewer->segnum;
fq.ignore_obj_list = NULL;
hit_type = find_vector_intersection(&fq, &hit_data);
return (hit_type == HIT_OBJECT && hit_data.hit_object == objnum);
}
#ifdef NETWORK
//show names of teammates & players carrying flags
void show_HUD_names()
{
int show_team_names,show_all_names,show_flags,player_team;
int p;
show_all_names = ((Newdemo_state == ND_STATE_PLAYBACK) || (Netgame.ShowAllNames && Show_reticle_name));
show_team_names = (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name);
show_flags = (Game_mode & GM_CAPTURE) | (Game_mode & GM_HOARD);
if (! (show_all_names || show_team_names || show_flags))
return;
player_team = get_team(Player_num);
for (p=0;p<N_players;p++) { //check all players
int objnum;
int show_name,has_flag;
show_name = ((show_all_names && !(Players[p].flags & PLAYER_FLAGS_CLOAKED)) || (show_team_names && get_team(p)==player_team));
has_flag = (Players[p].connected && Players[p].flags & PLAYER_FLAGS_FLAG);
if (Newdemo_state == ND_STATE_PLAYBACK) {
//if this is a demo, the objnum in the player struct is wrong,
//so we search the object list for the objnum
for (objnum=0;objnum<=Highest_object_index;objnum++)
if (Objects[objnum].type==OBJ_PLAYER && Objects[objnum].id == p)
break;
if (objnum > Highest_object_index) //not in list, thus not visible
show_name = has_flag = 0; //..so don't show name
}
else
objnum = Players[p].objnum;
if ((show_name || has_flag) && see_object(objnum)) {
g3s_point player_point;
g3_rotate_point(&player_point,&Objects[objnum].pos);
if (player_point.p3_codes == 0) { //on screen
g3_project_point(&player_point);
if (! (player_point.p3_flags & PF_OVERFLOW)) {
fix x,y;
x = player_point.p3_sx;
y = player_point.p3_sy;
if (show_name) { // Draw callsign on HUD
char s[CALLSIGN_LEN+1];
int w, h, aw;
int x1, y1;
int color_num;
color_num = (Game_mode & GM_TEAM)?get_team(p):p;
sprintf(s, "%s", Players[p].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 = f2i(x)-w/2;
y1 = f2i(y)-h/2;
gr_string (x1, y1, s);
}
if (has_flag) { // Draw box on HUD
fix dx,dy,w,h;
dy = -fixmuldiv(fixmul(Objects[objnum].size,Matrix_scale.y),i2f(grd_curcanv->cv_h)/2,player_point.p3_z);
dx = fixmul(dy,grd_curscreen->sc_aspect);
w = dx/4;
h = dy/4;
if (Game_mode & GM_CAPTURE)
gr_setcolor((get_team(p) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
else if (Game_mode & GM_HOARD)
{
if (Game_mode & GM_TEAM)
gr_setcolor((get_team(p) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
else
gr_setcolor(BM_XRGB(0,31,0));
}
gr_line(x+dx-w,y-dy,x+dx,y-dy);
gr_line(x+dx,y-dy,x+dx,y-dy+h);
gr_line(x-dx,y-dy,x-dx+w,y-dy);
gr_line(x-dx,y-dy,x-dx,y-dy+h);
gr_line(x+dx-w,y+dy,x+dx,y+dy);
gr_line(x+dx,y+dy,x+dx,y+dy-h);
gr_line(x-dx,y+dy,x-dx+w,y+dy);
gr_line(x-dx,y+dy,x-dx,y+dy-h);
}
}
}
}
}
}
#endif
//draw all the things on the HUD
void draw_hud()
{
#ifdef OGL
if (Cockpit_mode==CM_STATUS_BAR){
//ogl needs to redraw every frame, at least currently.
// init_cockpit();
// last_drawn_cockpit[0]=-1;
// last_drawn_cockpit[1]=-1;
init_gauges();
// vr_reset_display();
}
#endif
#ifdef MACINTOSH
if (Scanline_double) // I should be shot for this ugly hack....
FontHires = 1;
#endif
Line_spacing = GAME_FONT->ft_h + GAME_FONT->ft_h/4;
#ifdef MACINTOSH
if (Scanline_double)
FontHires = 0;
#endif
WIN(DDGRLOCK(dd_grd_curcanv));
// Show score so long as not in rearview
if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames) {
hud_show_score();
if (score_time)
hud_show_score_added();
}
if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && !Saving_movie_frames)
hud_show_timer_count();
// Show other stuff if not in rearview or letterbox.
if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) { // && Cockpit_mode!=CM_LETTERBOX) {
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_afterburner();
hud_show_weapons();
if (!Saving_movie_frames)
hud_show_keys();
hud_show_cloak_invuln();
if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags[VR_current_page] )) {
newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
old_flags[VR_current_page] = Players[Player_num].flags;
}
}
#ifdef NETWORK
#ifndef RELEASE
if (!(Game_mode&GM_MULTI && Show_kill_list) && !Saving_movie_frames)
show_time();
#endif
#endif
if (Reticle_on && Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
show_reticle(0);
#ifdef NETWORK
show_HUD_names();
if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
hud_show_flag();
if (Cockpit_mode != CM_LETTERBOX && Cockpit_mode != CM_REAR_VIEW)
hud_show_orbs();
#endif
if (!Saving_movie_frames)
HUD_render_message_frame();
if (Cockpit_mode!=CM_STATUS_BAR && !Saving_movie_frames)
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-14,TXT_REAR_VIEW);
else
gr_printf(0x8000,grd_curcanv->cv_h-10,TXT_REAR_VIEW);
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
extern short *BackBuffer;
//print out some player statistics
void render_gauges()
{
#ifndef MACINTOSH
static int old_display_mode = 0;
#else
static int old_display_mode = 1;
#endif
int energy = f2ir(Players[Player_num].energy);
int shields = f2ir(Players[Player_num].shields);
int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
int frc=0;
PA_DFX (frc=0);
PA_DFX (pa_set_backbuffer_current());
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 (old_display_mode != Current_display_mode) {
close_gauge_canvases();
init_gauge_canvases();
old_display_mode = Current_display_mode;
}
if (shields < 0 ) shields = 0;
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
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);
if (Cockpit_mode == CM_FULL_COCKPIT) {
if (energy != old_energy[VR_current_page]) {
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_energy(old_energy[VR_current_page], energy);
}
draw_energy_bar(energy);
draw_numerical_display(shields, energy);
old_energy[VR_current_page] = energy;
}
if (Afterburner_charge != old_afterburner[VR_current_page]) {
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
}
draw_afterburner_bar(Afterburner_charge);
old_afterburner[VR_current_page] = Afterburner_charge;
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
draw_numerical_display(shields, energy);
draw_invulnerable_ship();
old_shields[VR_current_page] = shields ^ 1;
} else if (shields != old_shields[VR_current_page]) { // Draw the shield gauge
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_shields(old_shields[VR_current_page], shields);
}
draw_shield_bar(shields);
draw_numerical_display(shields, energy);
old_shields[VR_current_page] = shields;
}
if (Players[Player_num].flags != old_flags[VR_current_page]) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
draw_keys();
old_flags[VR_current_page] = Players[Player_num].flags;
}
show_homing_warning();
show_bomb_count(BOMB_COUNT_X,BOMB_COUNT_Y,gr_find_closest_color(0,0,0),0);
} else if (Cockpit_mode == CM_STATUS_BAR) {
if (energy != old_energy[VR_current_page] || frc) {
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_energy(old_energy[VR_current_page], energy);
}
sb_draw_energy_bar(energy);
old_energy[VR_current_page] = energy;
}
if (Afterburner_charge != old_afterburner[VR_current_page] || frc) {
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_afterburner(old_afterburner[VR_current_page], Afterburner_charge);
}
sb_draw_afterburner();
old_afterburner[VR_current_page] = Afterburner_charge;
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
draw_invulnerable_ship();
old_shields[VR_current_page] = shields ^ 1;
sb_draw_shield_num(shields);
}
else
if (shields != old_shields[VR_current_page] || frc) { // Draw the shield gauge
if (Newdemo_state==ND_STATE_RECORDING ) {
newdemo_record_player_shields(old_shields[VR_current_page], shields);
}
sb_draw_shield_bar(shields);
old_shields[VR_current_page] = shields;
sb_draw_shield_num(shields);
}
if (Players[Player_num].flags != old_flags[VR_current_page] || frc) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_flags(old_flags[VR_current_page], Players[Player_num].flags);
sb_draw_keys();
old_flags[VR_current_page] = Players[Player_num].flags;
}
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
if (Players[Player_num].net_killed_total != old_lives[VR_current_page] || frc) {
sb_show_lives();
old_lives[VR_current_page] = Players[Player_num].net_killed_total;
}
}
else
{
if (Players[Player_num].lives != old_lives[VR_current_page] || frc) {
sb_show_lives();
old_lives[VR_current_page] = Players[Player_num].lives;
}
}
if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
if (Players[Player_num].net_kills_total != old_score[VR_current_page] || frc) {
sb_show_score();
old_score[VR_current_page] = Players[Player_num].net_kills_total;
}
}
else {
if (Players[Player_num].score != old_score[VR_current_page] || frc) {
sb_show_score();
old_score[VR_current_page] = Players[Player_num].score;
}
//if (score_time)
sb_show_score_added();
}
show_bomb_count(SB_BOMB_COUNT_X,SB_BOMB_COUNT_Y,gr_find_closest_color(5,5,5),0);
}
if (frc || cloak != old_cloak[VR_current_page] || cloak_fade_state || (cloak && GameTime>Players[Player_num].cloak_time+CLOAK_TIME_MAX-i2f(3))) {
if (Cockpit_mode == CM_FULL_COCKPIT)
draw_player_ship(cloak,old_cloak[VR_current_page],SHIP_GAUGE_X,SHIP_GAUGE_Y);
else
draw_player_ship(cloak,old_cloak[VR_current_page],SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
old_cloak[VR_current_page]=cloak;
}
draw_weapon_boxes();
}
// ---------------------------------------------------------------------------------------------------------
// 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][VR_current_page] == 0)
if (! (Players[Player_num].laser_level > MAX_LASER_LEVEL && old_laser_level[VR_current_page] <= MAX_LASER_LEVEL))
old_weapon[0][VR_current_page] = -1;
}
extern int Game_window_y;
void fill_background(void);
int SW_drawn[2], SW_x[2], SW_y[2], SW_w[2], SW_h[2];
//draws a 3d view into one of the cockpit windows. win is 0 for left,
//1 for right. viewer is object. NULL object means give up window
//user is one of the WBU_ constants. If rear_view_flag is set, show a
//rear view. If label is non-NULL, print the label at the top of the
//window.
void do_cockpit_window_view(int win,object *viewer,int rear_view_flag,int user,char *label)
{
WINDOS(
dd_grs_canvas window_canv,
grs_canvas window_canv
);
WINDOS(
static dd_grs_canvas overlap_canv,
static grs_canvas overlap_canv
);
#ifdef WINDOWS
int saved_window_x, saved_window_y;
#endif
object *viewer_save = Viewer;
static int overlap_dirty[2]={0,0};
int boxnum;
static int window_x,window_y;
gauge_box *box;
int rear_view_save = Rear_view;
int w,h,dx;
box = NULL;
if (viewer == NULL) { //this user is done
Assert(user == WBU_WEAPON || user == WBU_STATIC);
if (user == WBU_STATIC && weapon_box_user[win] != WBU_STATIC)
static_time[win] = 0;
if (weapon_box_user[win] == WBU_WEAPON || weapon_box_user[win] == WBU_STATIC)
return; //already set
weapon_box_user[win] = user;
if (overlap_dirty[win]) {
WINDOS(
dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
gr_set_current_canvas(&VR_screen_pages[VR_current_page])
);
fill_background();
overlap_dirty[win] = 0;
}
return;
}
update_rendered_data(win+1, viewer, rear_view_flag, user);
weapon_box_user[win] = user; //say who's using window
Viewer = viewer;
Rear_view = rear_view_flag;
if (Cockpit_mode == CM_FULL_SCREEN)
{
w = VR_render_buffer[0].cv_bitmap.bm_w/6; // hmm. I could probably do the sub_buffer assigment for all macines, but I aint gonna chance it
#ifdef MACINTOSH
if (Scanline_double)
w /= 2;
#endif
h = i2f(w) / grd_curscreen->sc_aspect;
dx = (win==0)?-(w+(w/10)):(w/10);
window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
#ifdef WINDOWS
saved_window_x = window_x;
saved_window_y = window_y;
window_x = dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_w/2+dx;
window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10)-dd_VR_render_sub_buffer[0].yoff;
#endif
#ifdef MACINTOSH
if (Scanline_double) {
window_x = (VR_render_buffer[0].cv_bitmap.bm_w/2+VR_render_sub_buffer[0].cv_bitmap.bm_x)/2+dx;
window_y = ((VR_render_buffer[0].cv_bitmap.bm_h+VR_render_sub_buffer[0].cv_bitmap.bm_y)/2)-h-(h/10);
}
#endif
//copy these vars so stereo code can get at them
SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
WINDOS(
dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,w,h),
gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],window_x,window_y,w,h)
);
}
else {
if (Cockpit_mode == CM_FULL_COCKPIT)
boxnum = (COCKPIT_PRIMARY_BOX)+win;
else if (Cockpit_mode == CM_STATUS_BAR)
boxnum = (SB_PRIMARY_BOX)+win;
else
goto abort;
box = &gauge_boxes[boxnum];
#ifndef MACINTOSH
WINDOS(
dd_gr_init_sub_canvas(&window_canv,&dd_VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1),
gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1)
);
#else
if (Scanline_double)
gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,(box->right-box->left+1)/2,(box->bot-box->top+1)/2);
else
gr_init_sub_canvas(&window_canv,&VR_render_buffer[0],box->left,box->top,box->right-box->left+1,box->bot-box->top+1);
#endif
}
WINDOS(
dd_gr_set_current_canvas(&window_canv),
gr_set_current_canvas(&window_canv)
);
#if defined(MACINTOSH) && defined(POLY_ACC)
if ( PAEnabled )
{
switch (Cockpit_mode)
{
// copy these vars so stereo code can get at them
// SW_drawn[win]=1; SW_x[win] = window_x; SW_y[win] = window_y; SW_w[win] = w; SW_h[win] = h;
case CM_FULL_SCREEN:
; // do not switch contexts
pa_set_3d_window_offsets(window_x, window_y);
break;
case CM_FULL_COCKPIT:
case CM_STATUS_BAR:
if (win == 0)
{
pa_set_context(kSubViewZeroDrawContextID, NULL);
}
else
{
pa_set_context(kSubViewOneDrawContextID, NULL);
}
break;
default:
Int3(); // invalid cockpit mode
};
}
#endif
WIN(DDGRLOCK(dd_grd_curcanv));
#ifdef MACINTOSH
#ifdef POLY_ACC
if (PAEnabled)
{
if (Cockpit_mode != CM_FULL_SCREEN)
{
pa_render_start();
}
}
#endif
#endif
render_frame(0, win+1);
#ifdef MACINTOSH
#ifdef POLY_ACC
if (PAEnabled)
{
if (Cockpit_mode != CM_FULL_SCREEN)
{
pa_render_end();
}
}
#endif
#endif
WIN(DDGRUNLOCK(dd_grd_curcanv));
// HACK! If guided missile, wake up robots as necessary.
if (viewer->type == OBJ_WEAPON) {
// -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
wake_up_rendered_objects(viewer, win+1);
}
if (label) {
WIN(DDGRLOCK(dd_grd_curcanv));
MAC(if (Scanline_double) FontHires = 0;) // get the right font size
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(0x8000,2,label);
MAC(if (Scanline_double) FontHires = 1;) // get the right font size back to normal
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
if (user == WBU_GUIDED) {
WIN(DDGRLOCK(dd_grd_curcanv));
draw_guided_crosshair();
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
if (Cockpit_mode == CM_FULL_SCREEN) {
int small_window_bottom,big_window_bottom,extra_part_h;
WIN(DDGRLOCK(dd_grd_curcanv));
{
gr_setcolor(BM_XRGB(0,0,32));
gr_ubox(0,0,grd_curcanv->cv_bitmap.bm_w-1,grd_curcanv->cv_bitmap.bm_h-1);
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
//if the window only partially overlaps the big 3d window, copy
//the extra part to the visible screen
#ifdef MACINTOSH // recalc window_x and window_y because of scanline doubling problems
{
int w, h, dx;
w = VR_render_buffer[0].cv_bitmap.bm_w/6; // hmm. I could probably do the sub_buffer assigment for all macines, but I aint gonna chance it
h = i2f(w) / grd_curscreen->sc_aspect;
dx = (win==0)?-(w+(w/10)):(w/10);
window_x = VR_render_buffer[0].cv_bitmap.bm_w/2+dx;
window_y = VR_render_buffer[0].cv_bitmap.bm_h-h-(h/10);
if (Scanline_double)
window_x += ((win==0)?2:-1); // a real hack here....
}
#endif
big_window_bottom = Game_window_y + Game_window_h - 1;
#ifdef WINDOWS
window_x = saved_window_x;
window_y = saved_window_y;
// dd_gr_init_sub_canvas(&window_canv, &dd_VR_render_buffer[0],window_x,window_y,
// VR_render_buffer[0].cv_bitmap.bm_w/6,
// i2f(VR_render_buffer[0].cv_bitmap.bm_w/6) / grd_curscreen->sc_aspect);
#endif
if (window_y > big_window_bottom) {
//the small window is completely outside the big 3d window, so
//copy it to the visible screen
if (VR_screen_flags & VRF_USE_PAGING)
WINDOS(
dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
);
else
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
#ifdef MACINTOSH
if (Scanline_double)
gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, window_canv.cv_bitmap.bm_h*2, window_x, window_y, 0, 0, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
else
#endif // note link to above if
WINDOS(
dd_gr_blt_notrans(&window_canv, 0,0,0,0,
dd_grd_curcanv, window_x, window_y, 0,0),
gr_bitmap(window_x,window_y,&window_canv.cv_bitmap)
);
overlap_dirty[win] = 1;
}
else {
WINDOS(
small_window_bottom = window_y + window_canv.canvas.cv_bitmap.bm_h - 1,
small_window_bottom = window_y + window_canv.cv_bitmap.bm_h - 1
);
#ifdef MACINTOSH
if (Scanline_double)
small_window_bottom = window_y + (window_canv.cv_bitmap.bm_h*2) - 1;
#endif
extra_part_h = small_window_bottom - big_window_bottom;
if (extra_part_h > 0) {
#ifdef MACINTOSH
if (Scanline_double)
extra_part_h /= 2;
#endif
WINDOS(
dd_gr_init_sub_canvas(&overlap_canv,&window_canv,0,
window_canv.canvas.cv_bitmap.bm_h-extra_part_h,
window_canv.canvas.cv_bitmap.bm_w,extra_part_h),
gr_init_sub_canvas(&overlap_canv,&window_canv,0,window_canv.cv_bitmap.bm_h-extra_part_h,window_canv.cv_bitmap.bm_w,extra_part_h)
);
if (VR_screen_flags & VRF_USE_PAGING)
WINDOS(
dd_gr_set_current_canvas(&dd_VR_screen_pages[!VR_current_page]),
gr_set_current_canvas(&VR_screen_pages[!VR_current_page])
);
else
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
#ifdef MACINTOSH
if (Scanline_double)
gr_bm_ubitblt_double_slow(window_canv.cv_bitmap.bm_w*2, extra_part_h*2, window_x, big_window_bottom+1, 0, window_canv.cv_bitmap.bm_h-extra_part_h, &window_canv.cv_bitmap, &grd_curcanv->cv_bitmap);
else
#endif // note link to above if
WINDOS(
dd_gr_blt_notrans(&overlap_canv, 0,0,0,0,
dd_grd_curcanv, window_x, big_window_bottom+1, 0,0),
gr_bitmap(window_x,big_window_bottom+1,&overlap_canv.cv_bitmap)
);
overlap_dirty[win] = 1;
}
}
}
else {
PA_DFX (goto skip_this_junk);
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
#ifndef MACINTOSH
WINDOS(
copy_gauge_box(box,&dd_VR_render_buffer[0]),
copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap)
);
#else
if (Scanline_double)
copy_gauge_box_double(box,&VR_render_buffer[0].cv_bitmap); // pixel double the external view
else
// Only do this if we are not running under RAVE, otherwise we erase all of the rendering RAVE has done.
if (!PAEnabled)
{
copy_gauge_box(box,&VR_render_buffer[0].cv_bitmap);
}
#endif
}
PA_DFX(skip_this_junk:)
#if defined(MACINTOSH) && defined(POLY_ACC)
if ( PAEnabled )
{
pa_set_context(kGamePlayDrawContextID, NULL);
}
#endif
//force redraw when done
old_weapon[win][VR_current_page] = old_ammo_count[win][VR_current_page] = -1;
abort:;
Viewer = viewer_save;
Rear_view = rear_view_save;
}
#ifdef MACINTOSH
void calculate_sub_view_window_bounds(int inSubWindowNum, TQARect* outBoundsRect)
{
int boxNumber = 0;
gauge_box* currentGaugeBox = NULL;
int w = 0;
int h = 0;
int dx = 0;
int window_x = 0;
int window_y = 0;
Assert(outBoundsRect);
Assert((inSubWindowNum == 0) || (inSubWindowNum == 1));
Assert(!Scanline_double);
switch (Cockpit_mode)
{
case CM_FULL_SCREEN:
// note: this calculation is taken from do_cockpit_window_view for the full
// screen mode case
w = (VR_render_buffer[0].cv_bitmap.bm_w) / 6;
h = (i2f(w)) / (grd_curscreen->sc_aspect);
dx = (inSubWindowNum==0)?-(w+(w/10)):(w/10);
window_x = ((VR_render_buffer[0].cv_bitmap.bm_w) / 2) + dx;
window_y = (VR_render_buffer[0].cv_bitmap.bm_h) - h - (h/10);
outBoundsRect->top = window_x;
outBoundsRect->left = window_y;
outBoundsRect->bottom = window_x + w;
outBoundsRect->right = window_y + h;
break;
case CM_FULL_COCKPIT:
case CM_STATUS_BAR:
if (inSubWindowNum == 0)
{
boxNumber = SB_PRIMARY_BOX;
}
else
{
boxNumber = SB_SECONDARY_BOX;
}
//boxNumber = (Current_display_mode * 4) + (Cockpit_mode * 2) + inSubWindowNum;
currentGaugeBox = &gauge_boxes[boxNumber];
Assert(currentGaugeBox);
outBoundsRect->top = currentGaugeBox->top;
outBoundsRect->left = currentGaugeBox->left;
outBoundsRect->bottom = currentGaugeBox->bot + 1;
outBoundsRect->right = currentGaugeBox->right + 1;
break;
default:
Int3();
return;
}
}
#endif