dxx-rebirth/main/gauges.c

2157 lines
61 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Inferno gauge drivers
*
*/
#ifdef RCS
#pragma off (unreferenced)
static char rcsid[] = "$Id: gauges.c,v 1.2 2006/03/18 23:08:13 michaelstather Exp $";
#pragma on (unreferenced)
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include "inferno.h"
#include "game.h"
#include "screens.h"
#include "gauges.h"
#include "physics.h"
#include "error.h"
#include "menu.h"
#include "mono.h"
#include "collide.h"
#include "newdemo.h"
#include "player.h"
#include "gamefont.h"
#include "hostage.h"
#include "bm.h"
#include "text.h"
#include "powerup.h"
#include "sounds.h"
#include "multi.h"
#include "network.h"
#include "endlevel.h"
#include "wall.h"
#include "text.h"
#include "render.h"
#include "piggy.h"
#ifdef OGL
#include "ogl_init.h"
#endif
bitmap_index Gauges[MAX_GAUGE_BMS]; // Array of all gauge bitmaps.
grs_canvas *Canv_LeftEnergyGauge;
grs_canvas *Canv_SBEnergyGauge;
grs_canvas *Canv_RightEnergyGauge;
grs_canvas *Canv_NumericalGauge;
//bitmap numbers for gauges
#define GAUGE_SHIELDS 0 //0..9, in decreasing order (100%,90%...0%)
#define GAUGE_INVULNERABLE 10 //10..19
#define N_INVULNERABLE_FRAMES 10
#define GAUGE_SPEED 20 //unused
#define GAUGE_ENERGY_LEFT 21
#define GAUGE_ENERGY_RIGHT 22
#define GAUGE_NUMERICAL 23
#define GAUGE_BLUE_KEY 24
#define GAUGE_GOLD_KEY 25
#define GAUGE_RED_KEY 26
#define GAUGE_BLUE_KEY_OFF 27
#define GAUGE_GOLD_KEY_OFF 28
#define GAUGE_RED_KEY_OFF 29
#define SB_GAUGE_BLUE_KEY 30
#define SB_GAUGE_GOLD_KEY 31
#define SB_GAUGE_RED_KEY 32
#define SB_GAUGE_BLUE_KEY_OFF 33
#define SB_GAUGE_GOLD_KEY_OFF 34
#define SB_GAUGE_RED_KEY_OFF 35
#define SB_GAUGE_ENERGY 36
#define GAUGE_LIVES 37
#define GAUGE_SHIPS 38
#define GAUGE_SHIPS_LAST 45
#define RETICLE_CROSS 46
#define RETICLE_PRIMARY 48
#define RETICLE_SECONDARY 51
#define RETICLE_LAST 55
#define GAUGE_HOMING_WARNING_ON 56
#define GAUGE_HOMING_WARNING_OFF 57
#define SML_RETICLE_CROSS 58
#define SML_RETICLE_PRIMARY 60
#define SML_RETICLE_SECONDARY 63
#define SML_RETICLE_LAST 67
#define KEY_ICON_BLUE 68
#define KEY_ICON_YELLOW 69
#define KEY_ICON_RED 70
//Coordinats for gauges
#define GAUGE_BLUE_KEY_X 45
#define GAUGE_BLUE_KEY_Y 152
#define GAUGE_GOLD_KEY_X 44
#define GAUGE_GOLD_KEY_Y 162
#define GAUGE_RED_KEY_X 43
#define GAUGE_RED_KEY_Y 172
#define SB_GAUGE_KEYS_X 11
#define SB_GAUGE_BLUE_KEY_Y 153
#define SB_GAUGE_GOLD_KEY_Y 169
#define SB_GAUGE_RED_KEY_Y 185
#define LEFT_ENERGY_GAUGE_X 70
#define LEFT_ENERGY_GAUGE_Y 131
#define LEFT_ENERGY_GAUGE_W 64
#define LEFT_ENERGY_GAUGE_H 8
#define RIGHT_ENERGY_GAUGE_X 190
#define RIGHT_ENERGY_GAUGE_Y 131
#define RIGHT_ENERGY_GAUGE_W 64
#define RIGHT_ENERGY_GAUGE_H 8
#define SB_ENERGY_GAUGE_X 98
#define SB_ENERGY_GAUGE_Y 155
#define SB_ENERGY_GAUGE_W 16
#define SB_ENERGY_GAUGE_H 41
#define SB_ENERGY_NUM_X (SB_ENERGY_GAUGE_X+2)
#define SB_ENERGY_NUM_Y 190
#define SHIELD_GAUGE_X 146
#define SHIELD_GAUGE_Y 155
#define SHIELD_GAUGE_W 35
#define SHIELD_GAUGE_H 32
#define SHIP_GAUGE_X (SHIELD_GAUGE_X+5)
#define SHIP_GAUGE_Y (SHIELD_GAUGE_Y+5)
#define SB_SHIELD_GAUGE_X 123
#define SB_SHIELD_GAUGE_Y 163
#define SB_SHIP_GAUGE_X (SB_SHIELD_GAUGE_X+5)
#define SB_SHIP_GAUGE_Y (SB_SHIELD_GAUGE_Y+5)
#define SB_SHIELD_NUM_X (SB_SHIELD_GAUGE_X+12)
#define SB_SHIELD_NUM_Y 156
#define NUMERICAL_GAUGE_X 154
#define NUMERICAL_GAUGE_Y 130
#define NUMERICAL_GAUGE_W 19
#define NUMERICAL_GAUGE_H 22
#define PRIMARY_W_PIC_X 64
#define PRIMARY_W_PIC_Y 154
#define PRIMARY_W_TEXT_X HUD_SCALE_X(87)
#define PRIMARY_W_TEXT_Y HUD_SCALE_Y(157)
#define PRIMARY_AMMO_X HUD_SCALE_X(93)
#define PRIMARY_AMMO_Y HUD_SCALE_Y(171)
#define SECONDARY_W_PIC_X 234
#define SECONDARY_W_PIC_Y 154
#define SECONDARY_W_TEXT_X HUD_SCALE_X(207)
#define SECONDARY_W_TEXT_Y HUD_SCALE_Y(157)
#define SECONDARY_AMMO_X HUD_SCALE_X(213)
#define SECONDARY_AMMO_Y HUD_SCALE_Y(171)
#define SB_LIVES_X 266
#define SB_LIVES_Y 185
#define SB_LIVES_LABEL_X 237
#define SB_LIVES_LABEL_Y SB_LIVES_Y
#define SB_SCORE_RIGHT 301
#define SB_SCORE_Y 158
#define SB_SCORE_LABEL_X 237
#define SB_SCORE_ADDED_RIGHT 301
#define SB_SCORE_ADDED_Y 165
static int score_display;
static fix score_time;
static int old_score = -1;
static int old_energy = -1;
static int old_shields = -1;
static int old_flags = -1;
static int old_weapon[2] = {-1, -1};
static int old_ammo_count[2] = {-1, -1};
static int old_cloak = 0;
static int old_lives = -1;
static int old_prox = -1;
static int invulnerable_frame = 0;
static int cloak_fade_state; //0=steady, -1 fading out, 1 fading in
#define WS_SET 0 //in correct state
#define WS_FADING_OUT 1
#define WS_FADING_IN 2
int weapon_box_states[2];
fix weapon_box_fade_values[2];
#define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade levels per seconds (int)
// scaling gauges
#ifdef OGL
#define HUD_SCALE_X(v) ((int) ((double) (v) * ((double)grd_curscreen->sc_w/320) + 0.5))
#define HUD_SCALE_Y(v) ((int) ((double) (v) * ((double)grd_curscreen->sc_h/200) + 0.5))
#else
#define HUD_SCALE_X(v) (v)
#define HUD_SCALE_Y(v) (v)
#endif
inline void hud_bitblt (int x, int y, grs_bitmap *bm, int scale)
{
#ifdef OGL
ogl_ubitmapm_cs (
(x < 0) ? -x : HUD_SCALE_X (x),
(y < 0) ? -y : HUD_SCALE_Y (y),
HUD_SCALE_X (bm->bm_w),
HUD_SCALE_Y (bm->bm_h),
bm,
-1,
scale
);
#else
gr_ubitmapm(x, y, bm);
#endif
}
#define PRIMARY_W_BOX_LEFT 63
#define PRIMARY_W_BOX_TOP 151
#define PRIMARY_W_BOX_RIGHT (PRIMARY_W_BOX_LEFT+58)
#define PRIMARY_W_BOX_BOT (PRIMARY_W_BOX_TOP+42)
#define SECONDARY_W_BOX_LEFT 202
#define SECONDARY_W_BOX_TOP 151
#define SECONDARY_W_BOX_RIGHT 264
#define SECONDARY_W_BOX_BOT (SECONDARY_W_BOX_TOP+42)
#define SB_PRIMARY_W_BOX_LEFT 34
#define SB_PRIMARY_W_BOX_TOP 154
#define SB_PRIMARY_W_BOX_RIGHT (SB_PRIMARY_W_BOX_LEFT+53)
#define SB_PRIMARY_W_BOX_BOT (195)
#define SB_SECONDARY_W_BOX_LEFT 169
#define SB_SECONDARY_W_BOX_TOP 154
#define SB_SECONDARY_W_BOX_RIGHT (SB_SECONDARY_W_BOX_LEFT+54)
#define SB_SECONDARY_W_BOX_BOT 196
#define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1)
#define SB_PRIMARY_W_PIC_Y 154
#define SB_PRIMARY_W_TEXT_X HUD_SCALE_X(SB_PRIMARY_W_BOX_LEFT+24)
#define SB_PRIMARY_W_TEXT_Y HUD_SCALE_Y(157)
#define SB_PRIMARY_AMMO_X HUD_SCALE_X((SB_PRIMARY_W_BOX_LEFT+33)-3)
#define SB_PRIMARY_AMMO_Y HUD_SCALE_Y(171)
#define SB_SECONDARY_W_PIC_X (SB_SECONDARY_W_BOX_LEFT+27)
#define SB_SECONDARY_W_PIC_Y 154
#define SB_SECONDARY_W_TEXT_X HUD_SCALE_X(SB_SECONDARY_W_BOX_LEFT+2)
#define SB_SECONDARY_W_TEXT_Y HUD_SCALE_Y(157)
#define SB_SECONDARY_AMMO_X HUD_SCALE_X(SB_SECONDARY_W_BOX_LEFT+11)
#define SB_SECONDARY_AMMO_Y HUD_SCALE_Y(171)
typedef struct gauge_box {
int left,top;
int right,bot; //maximal box
} gauge_box;
//first two are primary & secondary
//seconds two are the same for the status bar
gauge_box gauge_boxes[] = {
{PRIMARY_W_BOX_LEFT,PRIMARY_W_BOX_TOP,PRIMARY_W_BOX_RIGHT,PRIMARY_W_BOX_BOT},
{SECONDARY_W_BOX_LEFT,SECONDARY_W_BOX_TOP,SECONDARY_W_BOX_RIGHT,SECONDARY_W_BOX_BOT},
{SB_PRIMARY_W_BOX_LEFT,SB_PRIMARY_W_BOX_TOP,SB_PRIMARY_W_BOX_RIGHT,SB_PRIMARY_W_BOX_BOT},
{SB_SECONDARY_W_BOX_LEFT,SB_SECONDARY_W_BOX_TOP,SB_SECONDARY_W_BOX_RIGHT,SB_SECONDARY_W_BOX_BOT}
};
//store delta x values from left of box
span weapon_window_left[] = {
{71,114},
{69,116},
{68,117},
{66,118},
{66,119},
{66,119},
{65,119},
{65,119},
{65,119},
{65,119},
{65,119},
{65,119},
{65,119},
{65,119},
{65,119},
{64,119},
{64,119},
{64,119},
{64,119},
{64,119},
{64,119},
{64,119},
{64,119},
{64,119},
{63,119},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,118},
{63,117},
{63,117},
{64,116},
{65,115},
{66,113},
{68,111},
};
//store delta x values from left of box
span weapon_window_right[] = {
{208,255},
{206,257},
{205,258},
{204,259},
{203,260},
{203,260},
{203,260},
{203,260},
{203,260},
{203,261},
{203,261},
{203,261},
{203,261},
{203,261},
{203,261},
{203,261},
{203,261},
{203,261},
{203,262},
{203,262},
{203,262},
{203,262},
{203,262},
{203,262},
{203,262},
{203,262},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{204,263},
{205,263},
{206,262},
{207,261},
{208,260},
{211,255},
};
int Color_0_31_0 = -1;
//fills in the coords of the hostage video window
void get_hostage_window_coords(int *x,int *y,int *w,int *h)
{
if (Cockpit_mode == CM_STATUS_BAR) {
*x = SB_SECONDARY_W_BOX_LEFT;
*y = SB_SECONDARY_W_BOX_TOP;
*w = SB_SECONDARY_W_BOX_RIGHT - SB_SECONDARY_W_BOX_LEFT + 1;
*h = SB_SECONDARY_W_BOX_BOT - SB_SECONDARY_W_BOX_TOP + 1;
}
else {
*x = SECONDARY_W_BOX_LEFT;
*y = SECONDARY_W_BOX_TOP;
*w = SECONDARY_W_BOX_RIGHT - SECONDARY_W_BOX_LEFT + 1;
*h = SECONDARY_W_BOX_BOT - SECONDARY_W_BOX_TOP + 1;
}
}
//these should be in gr.h
#define cv_w cv_bitmap.bm_w
#define cv_h cv_bitmap.bm_h
extern int HUD_nmessages, hud_first;
extern char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5];
void hud_show_score()
{
char score_str[20];
int w, h, aw;
if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
return;
gr_set_curfont( GAME_FONT );
if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) ) {
sprintf(score_str, "%s: %5d", TXT_KILLS, Players[Player_num].net_kills_total);
} else {
sprintf(score_str, "%s: %5d", TXT_SCORE, Players[Player_num].score);
}
gr_get_string_size(score_str, &w, &h, &aw );
if (Color_0_31_0 == -1)
Color_0_31_0 = gr_getcolor(0,31,0);
gr_set_fontcolor(Color_0_31_0, -1);
gr_printf(grd_curcanv->cv_w-w-2, 3, score_str);
}
void hud_show_score_added()
{
int color;
int w, h, aw;
char score_str[20];
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
return;
if (score_display == 0)
return;
gr_set_curfont( GAME_FONT );
score_time -= FrameTime;
if (score_time > 0) {
color = f2i(score_time * 20) + 10;
if (color < 10) color = 10;
if (color > 31) color = 31;
if (Cheats_enabled)
sprintf(score_str, "%s", TXT_CHEATER);
else
sprintf(score_str, "%5d", score_display);
gr_get_string_size(score_str, &w, &h, &aw );
gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
gr_printf(grd_curcanv->cv_w-w-FONTSCALE_X(12), FONTSCALE_Y(GAME_FONT->ft_h+5), score_str);
} else {
score_time = 0;
score_display = 0;
}
}
void sb_show_score()
{
char score_str[20];
int x,y;
int w, h, aw;
static int last_x=SB_SCORE_RIGHT;
int redraw_score;
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
redraw_score = -99;
else
redraw_score = -1;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
gr_printf(HUD_SCALE_X(SB_SCORE_LABEL_X),HUD_SCALE_Y(SB_SCORE_Y),"%s:", TXT_KILLS);
else
gr_printf(HUD_SCALE_X(SB_SCORE_LABEL_X),HUD_SCALE_Y(SB_SCORE_Y),"%s:", TXT_SCORE);
gr_set_curfont( GAME_FONT );
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
sprintf(score_str, "%5d", Players[Player_num].net_kills_total);
else
sprintf(score_str, "%5d", Players[Player_num].score);
gr_get_string_size(score_str, &w, &h, &aw );
x = HUD_SCALE_X(SB_SCORE_RIGHT)-w-2;
y = HUD_SCALE_Y(SB_SCORE_Y);
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
#ifndef OGL
gr_rect(last_x,y,SB_SCORE_RIGHT,(y+GAME_FONT->ft_h));
#endif
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
else
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(x,y,score_str);
last_x = x;
}
void sb_show_score_added()
{
int color;
int w, h, aw;
char score_str[32];
int x;
static int last_x=SB_SCORE_ADDED_RIGHT;
static int last_score_display = -1;
if ( (Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) )
return;
if (score_display == 0)
return;
gr_set_curfont( GAME_FONT );
score_time -= FrameTime;
if (score_time > 0) {
if (score_display != last_score_display) {
gr_setcolor(BM_XRGB(0,0,0));
last_score_display = score_display;
}
color = f2i(score_time * 20) + 10;
if (color < 10) color = 10;
if (color > 31) color = 31;
if (Cheats_enabled)
sprintf(score_str, "%s", TXT_CHEATER);
else
sprintf(score_str, "%5d", score_display);
gr_get_string_size(score_str, &w, &h, &aw );
x = HUD_SCALE_X(SB_SCORE_ADDED_RIGHT)-w-2;
gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
gr_printf(x, HUD_SCALE_Y(SB_SCORE_ADDED_Y), score_str);
last_x = x;
} else {
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
#ifndef OGL
gr_rect(last_x,SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
#endif
score_time = 0;
score_display = 0;
}
}
fix Last_warning_beep_time = 0; // Time we last played homing missile warning beep.
// -----------------------------------------------------------------------------
void play_homing_warning(void)
{
fix beep_delay;
if (Endlevel_sequence || Player_is_dead)
return;
if (Players[Player_num].homing_object_dist >= 0) {
beep_delay = Players[Player_num].homing_object_dist/128;
if (beep_delay > F1_0)
beep_delay = F1_0;
else if (beep_delay < F1_0/8)
beep_delay = F1_0/8;
if (GameTime - Last_warning_beep_time > beep_delay/2 || Last_warning_beep_time > GameTime) {
digi_play_sample( SOUND_HOMING_WARNING, F1_0 );
Last_warning_beep_time = GameTime;
}
}
}
int Last_homing_warning_shown=-1;
// -----------------------------------------------------------------------------
void show_homing_warning(void)
{
if ((Cockpit_mode == CM_STATUS_BAR) || (Endlevel_sequence)) {
if (Last_homing_warning_shown == 1) {
PIGGY_PAGE_IN( Gauges[GAUGE_HOMING_WARNING_OFF] );
hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0);
Last_homing_warning_shown = 0;
}
return;
}
gr_set_current_canvas( NULL );
if (Players[Player_num].homing_object_dist >= 0) {
if (GameTime & 0x4000) {
if (Last_homing_warning_shown != 1) {
PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_ON]);
hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_ON].index], F1_0);
Last_homing_warning_shown = 1;
}
} else {
if (Last_homing_warning_shown != 0) {
PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]);
hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0);
Last_homing_warning_shown = 0;
}
}
} else if (Last_homing_warning_shown != 0) {
PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]);
hud_bitblt( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index], F1_0);
Last_homing_warning_shown = 0;
}
}
#define MAX_SHOWN_LIVES 4
void hud_show_homing_warning(void)
{
int offsety=0;
if (Players[Player_num].homing_object_dist >= 0) {
if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING))
offsety = FONTSCALE_Y(GAME_FONT->ft_h+2);
else
offsety = 0;
if (GameTime & 0x4000) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(0x8000, grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h+2)-offsety,TXT_LOCK);
}
}
}
void hud_show_keys(void)
{
#ifndef SHAREWARE
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_BLUE]);
hud_bitblt(2,17,&GameBitmaps[Gauges[KEY_ICON_BLUE].index], F1_0);
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_YELLOW]);
hud_bitblt(10,17,&GameBitmaps[Gauges[KEY_ICON_YELLOW].index], F1_0);
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_RED]);
hud_bitblt(18,17,&GameBitmaps[Gauges[KEY_ICON_RED].index], F1_0);
}
#endif
}
void hud_show_energy(void)
{
if (GameArg.GfxGaugeHudMode<2){
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
if (Game_mode & GM_MULTI)
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*5+3*5)),"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
else
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h+3)),"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
}
if (Newdemo_state==ND_STATE_RECORDING ) {
int energy = f2ir(Players[Player_num].energy);
if (energy != old_energy) {
#ifdef SHAREWARE
newdemo_record_player_energy(energy);
#else
newdemo_record_player_energy(old_energy, energy);
#endif
old_energy = energy;
}
}
}
void hud_show_weapons_mode(int type,int vertical,int x,int y){
int i,w,h,aw;
char weapon_str[10];
if (vertical){
y=y+FONTSCALE_Y(GAME_FONT->ft_h*4);
}
if (type==0){
for (i=4;i>=0;i--){
if (Primary_weapon==i)
gr_set_fontcolor(gr_getcolor(20,0,0),-1);
else{
if (player_has_weapon(i,0) & HAS_WEAPON_FLAG)
gr_set_fontcolor(gr_getcolor(0,15,0),-1);
else
gr_set_fontcolor(gr_getcolor(3,3,3),-1);
}
switch(i){
case 0:
sprintf(weapon_str,"%c%i",
(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)?'Q':'L',
Players[Player_num].laser_level+1);
break;
case 1:
if (Cockpit_mode==CM_FULL_SCREEN)
sprintf(weapon_str,"V%i", f2i(Players[Player_num].primary_ammo[1] * VULCAN_AMMO_SCALE));
else
sprintf(weapon_str,"V");
break;
case 2:
sprintf(weapon_str,"S");break;
case 3:
sprintf(weapon_str,"P");break;
case 4:
sprintf(weapon_str,"F");break;
}
gr_get_string_size(weapon_str, &w, &h, &aw );
if (vertical){
y-=h+FONTSCALE_X(2);
}else
x-=w+FONTSCALE_Y(3);
gr_printf(x, y, weapon_str);
}
}else{
for (i=4;i>=0;i--){
if (Secondary_weapon==i)
gr_set_fontcolor(gr_getcolor(20,0,0),-1);
else{
if (Players[Player_num].secondary_ammo[i]>0)
gr_set_fontcolor(gr_getcolor(0,15,0),-1);
else
gr_set_fontcolor(gr_getcolor(0,6,0),-1);
}
sprintf(weapon_str,"%i",Players[Player_num].secondary_ammo[i]);
gr_get_string_size(weapon_str, &w, &h, &aw );
if (vertical){
y-=h+FONTSCALE_X(2);
}else
x-=w+FONTSCALE_Y(3);
gr_printf(x, y, weapon_str);
}
}
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
}
void hud_show_weapons(void)
{
int y;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
if (Game_mode & GM_MULTI)
y = grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*4+3*4);
else
y = grd_curcanv->cv_h;
if (GameArg.GfxGaugeHudMode==1){
hud_show_weapons_mode(0,0,grd_curcanv->cv_w,y-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2));
hud_show_weapons_mode(1,0,grd_curcanv->cv_w,y-FONTSCALE_Y(GAME_FONT->ft_h+3));
}
else if (GameArg.GfxGaugeHudMode==2 || GameArg.GfxGaugeHudMode==3){
int x1,x2;
int w, aw;
gr_get_string_size("V1000", &w, &x1, &aw );
gr_get_string_size("0 ", &x2, &x1, &aw);
if (GameArg.GfxGaugeHudMode==2){
y=grd_curcanv->cv_h-(grd_curcanv->cv_h/4);
x1=grd_curcanv->cv_w/2-(w);
x2=grd_curcanv->cv_w/2+x2;//originally /2+10
}else{
y=grd_curcanv->cv_h/1.75;
x1=grd_curcanv->cv_w/2.1-(FONTSCALE_X(40)+w);
x2=grd_curcanv->cv_w/1.9+(FONTSCALE_X(42)+x2);
}
hud_show_weapons_mode(0,1,x1,y);
hud_show_weapons_mode(1,1,x2,y);
gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
gr_printf(x2, y-(FONTSCALE_Y(GAME_FONT->ft_h*4+4)),"%i", f2ir(Players[Player_num].shields));
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_printf(x1, y-(FONTSCALE_Y(GAME_FONT->ft_h*4+4)),"%i", f2ir(Players[Player_num].energy));
}
else{
char weapon_str[32], temp_str[20];
int w, h, aw;
y -= FONTSCALE_Y(GAME_FONT->ft_h+3);
switch (Primary_weapon) {
case 0:
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
sprintf(weapon_str, "%s %s %i", TXT_QUAD, TXT_LASER, Players[Player_num].laser_level+1);
else
sprintf(weapon_str, "%s %i", TXT_LASER, Players[Player_num].laser_level+1);
break;
case 1:
sprintf(weapon_str, "%s: %i", TXT_W_VULCAN_S, f2i(Players[Player_num].primary_ammo[Primary_weapon] * VULCAN_AMMO_SCALE));
break;
case 2:
strcpy(weapon_str, TXT_W_SPREADFIRE_S);
break;
#ifndef SHAREWARE
case 3:
strcpy(weapon_str, TXT_W_PLASMA_S);
break;
case 4:
strcpy(weapon_str, TXT_W_FUSION_S);
break;
#endif
}
gr_get_string_size(weapon_str, &w, &h, &aw );
gr_printf(grd_curcanv->cv_w-5-w, (y-FONTSCALE_Y(GAME_FONT->ft_h+3)), weapon_str);//originally y-8
switch (Secondary_weapon) {
case 0: strcpy(weapon_str, TXT_CONCUSSION); break;
case 1: strcpy(weapon_str, TXT_HOMING); break;
case 2: strcpy(weapon_str, TXT_PROXBOMB ); break;
#ifndef SHAREWARE
case 3: strcpy(weapon_str, TXT_SMART); break;
case 4: strcpy(weapon_str, TXT_MEGA); break;
#endif
default: Int3(); weapon_str[0] = 0; break;
}
// Linux doesn't have an itoa() function, for reasons i can't imagine
// so we use sprintf() instead...
sprintf(temp_str," %u",Players[Player_num].secondary_ammo[Secondary_weapon]);
strcat(weapon_str, temp_str);
gr_get_string_size(weapon_str, &w, &h, &aw );
gr_printf(grd_curcanv->cv_w-5-w, y, weapon_str);
sprintf(weapon_str, "PROX %u",Players[Player_num].secondary_ammo[2]);
gr_get_string_size(weapon_str, &w,&h, &aw );
gr_printf(grd_curcanv->cv_w-5-w, (y-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)), weapon_str);//originally y-16
}
#ifndef SHAREWARE
if (Primary_weapon == VULCAN_INDEX) {
if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(old_ammo_count[0], Players[Player_num].primary_ammo[Primary_weapon]);
old_ammo_count[0] = Players[Player_num].primary_ammo[Primary_weapon];
}
}
if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1]) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_secondary_ammo(old_ammo_count[1], Players[Player_num].secondary_ammo[Secondary_weapon]);
old_ammo_count[1] = Players[Player_num].secondary_ammo[Secondary_weapon];
}
#endif
}
void hud_show_cloak_invuln(void)
{
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
int y = grd_curcanv->cv_h;
if (Game_mode & GM_MULTI)
y -= FONTSCALE_Y(GAME_FONT->ft_h*9+3*9);
else
y -= FONTSCALE_Y(GAME_FONT->ft_h*4+3*4);
if (Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime > F1_0*3 ||
Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime < 0 ||
GameTime & 0x8000)
{
gr_printf(2, y, "%s", TXT_CLOAKED);
}
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
int y = grd_curcanv->cv_h;
if (Game_mode & GM_MULTI)
y -= FONTSCALE_Y(GAME_FONT->ft_h*10+3*10);
else
y -= FONTSCALE_Y(GAME_FONT->ft_h*5+3*5);
if (Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime > F1_0*4 ||
Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime < 0 ||
GameTime & 0x8000)
{
gr_printf(2, y, "%s", TXT_INVULNERABLE);
}
}
}
void hud_show_shield(void)
{
if (GameArg.GfxGaugeHudMode<2){
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
if ( Players[Player_num].shields >= 0 ) {
if (Game_mode & GM_MULTI)
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*6+3*6)),"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
else
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)),"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
} else {
if (Game_mode & GM_MULTI)
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*6+3*6)),"%s: 0", TXT_SHIELD );
else
gr_printf(2, (grd_curcanv->cv_h-FONTSCALE_Y(GAME_FONT->ft_h*2+3*2)),"%s: 0", TXT_SHIELD );
}
}
if (Newdemo_state==ND_STATE_RECORDING ) {
int shields = f2ir(Players[Player_num].shields);
if (shields != old_shields) {
#ifdef SHAREWARE
newdemo_record_player_shields(shields);
#else
newdemo_record_player_shields(old_shields, shields);
#endif
old_shields = shields;
}
}
}
//draw the icons for number of lives
void hud_show_lives()
{
if ((HUD_nmessages > 0) && (strlen(HUD_messages[hud_first]) > 38))
return;
if (Game_mode & GM_MULTI) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(FONTSCALE_X(10), 3, "%s: %d", TXT_DEATHS, Players[Player_num].net_killed_total);
}
else if (Players[Player_num].lives > 1) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
PIGGY_PAGE_IN(Gauges[GAUGE_LIVES]);
#ifndef OGL
gr_ubitmapm(10,3,&GameBitmaps[Gauges[GAUGE_LIVES].index]);
gr_printf(22, 3, "x %d", Players[Player_num].lives-1);
#else
ogl_ubitmapm_cs(FONTSCALE_X(10),3,FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?16:8),FONTSCALE_Y((GameArg.GfxUseHiresFont && SWIDTH >= 640)?14:7),&GameBitmaps[Gauges[GAUGE_LIVES].index],255,F1_0);
gr_printf(FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?35:22), 3, "x %d", Players[Player_num].lives-1);
#endif
}
}
void sb_show_lives()
{
int x,y;
grs_bitmap * bm = &GameBitmaps[Gauges[GAUGE_LIVES].index];
x = SB_LIVES_X;
y = SB_LIVES_Y;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if (Game_mode & GM_MULTI)
gr_printf(HUD_SCALE_X(SB_LIVES_LABEL_X),HUD_SCALE_Y(SB_LIVES_LABEL_Y),"%s:", TXT_DEATHS);
else
gr_printf(HUD_SCALE_X(SB_LIVES_LABEL_X),HUD_SCALE_Y(SB_LIVES_LABEL_Y),"%s:", TXT_LIVES);
if (Game_mode & GM_MULTI)
{
char killed_str[20];
int w, h, aw;
static int last_x = SB_SCORE_RIGHT;
int x;
sprintf(killed_str, "%5d", Players[Player_num].net_killed_total);
gr_get_string_size(killed_str, &w, &h, &aw);
gr_setcolor(BM_XRGB(0,0,0));
#ifndef OGL
gr_rect(last_x, y+1, SB_SCORE_RIGHT, y+GAME_FONT->ft_h);
#endif
gr_set_fontcolor(gr_getcolor(0,20,0),-1);
x = HUD_SCALE_X(SB_SCORE_RIGHT)-w-2;
gr_printf(x, HUD_SCALE_Y(y+1), killed_str);
last_x = x;
return;
}
//erase old icons
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(HUD_SCALE_X(x), HUD_SCALE_Y(y), HUD_SCALE_X(x)+32, (HUD_SCALE_Y(y))+bm->bm_h);
if (Players[Player_num].lives-1 > 0) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
PIGGY_PAGE_IN(Gauges[GAUGE_LIVES]);
#ifndef OGL
gr_ubitmapm(x,y,&GameBitmaps[Gauges[GAUGE_LIVES].index]);
#else
ogl_ubitmapm_cs(HUD_SCALE_X(x),HUD_SCALE_Y(y),FONTSCALE_X((GameArg.GfxUseHiresFont && SWIDTH >= 640)?16:8),FONTSCALE_Y((GameArg.GfxUseHiresFont && SWIDTH >= 640)?14:7),bm,255,F1_0);
#endif
gr_printf(HUD_SCALE_X(x)+HUD_SCALE_X(12), HUD_SCALE_Y(y), "x %d", Players[Player_num].lives-1);
}
}
#ifndef RELEASE
#ifdef PIGGY_USE_PAGING
extern int Piggy_bitmap_cache_next;
#endif
void show_time()
{
int secs = f2i(Players[Player_num].time_level) % 60;
int mins = f2i(Players[Player_num].time_level) / 60;
gr_set_curfont( GAME_FONT );
if (Color_0_31_0 == -1)
Color_0_31_0 = gr_getcolor(0,31,0);
gr_set_fontcolor(Color_0_31_0, -1 );
gr_printf(SWIDTH-FONTSCALE_X(2.75*GAME_FONT->ft_w),(SHEIGHT-FONTSCALE_Y(GAME_FONT->ft_h))/2-FONTSCALE_Y(GAME_FONT->ft_h+1),"%d:%02d", mins, secs);
}
#endif
#define EXTRA_SHIP_SCORE 50000 //get new ship every this many points
void add_points_to_score(int points)
{
int prev_score;
score_time += f1_0*2;
score_display += points;
if (score_time > f1_0*4) score_time = f1_0*4;
if (points == 0 || Cheats_enabled)
return;
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
return;
prev_score=Players[Player_num].score;
Players[Player_num].score += points;
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_score(points);
#endif
#ifndef SHAREWARE
#ifdef NETWORK
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
#endif
#endif
if (Game_mode & GM_MULTI)
return;
if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
int snd;
Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
powerup_basic(20, 20, 20, 0, TXT_EXTRA_LIFE);
if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
digi_play_sample( snd, F1_0 );
}
}
void add_bonus_points_to_score(int points)
{
int prev_score;
if (points == 0 || Cheats_enabled)
return;
prev_score=Players[Player_num].score;
Players[Player_num].score += points;
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_score(points);
#endif
if (Game_mode & GM_MULTI)
return;
if (Players[Player_num].score/EXTRA_SHIP_SCORE != prev_score/EXTRA_SHIP_SCORE) {
int snd;
Players[Player_num].lives += Players[Player_num].score/EXTRA_SHIP_SCORE - prev_score/EXTRA_SHIP_SCORE;
if ((snd=Powerup_info[POW_EXTRA_LIFE].hit_sound) > -1 )
digi_play_sample( snd, F1_0 );
}
}
void init_gauge_canvases()
{
Canv_LeftEnergyGauge = gr_create_sub_canvas( grd_curcanv, LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
Canv_SBEnergyGauge = gr_create_sub_canvas( grd_curcanv, SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, SB_ENERGY_GAUGE_W, SB_ENERGY_GAUGE_H );
Canv_RightEnergyGauge = gr_create_sub_canvas( grd_curcanv, RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, RIGHT_ENERGY_GAUGE_W, RIGHT_ENERGY_GAUGE_H );
Canv_NumericalGauge = gr_create_sub_canvas( grd_curcanv, NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, NUMERICAL_GAUGE_W, NUMERICAL_GAUGE_H );
}
void close_gauge_canvases()
{
gr_free_sub_canvas( Canv_LeftEnergyGauge );
gr_free_sub_canvas( Canv_SBEnergyGauge );
gr_free_sub_canvas( Canv_RightEnergyGauge );
gr_free_sub_canvas( Canv_NumericalGauge );
}
void init_gauges()
{
if ( ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) || ((Newdemo_state == ND_STATE_PLAYBACK) && (Newdemo_game_mode & GM_MULTI) && !(Newdemo_game_mode & GM_MULTI_COOP)) )
old_score = -99;
else
old_score = -1;
old_energy = -1;
old_shields = -1;
old_flags = -1;
old_cloak = -1;
old_lives = -1;
old_weapon[0] = old_weapon[1] = -1;
old_ammo_count[0] = old_ammo_count[1] = -1;
cloak_fade_state = 0;
}
void draw_energy_bar(int energy)
{
grs_bitmap *bm;
int x1, x2, y;
int not_energy = HUD_SCALE_X(63 - (energy*63)/100);
double aplitscale=((double)(HUD_SCALE_X(65)/HUD_SCALE_Y(8))/(65/8)); //scale aplitude of energy bar to current resolution aspect
// Draw left energy bar
PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_LEFT]);
bm = &GameBitmaps[Gauges[GAUGE_ENERGY_LEFT].index];
hud_bitblt (LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, bm, F1_0);
gr_setcolor(BM_XRGB(0,0,0));
if (energy < 100)
for (y=0; y < HUD_SCALE_Y(LEFT_ENERGY_GAUGE_H); y++) {
x1 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_H - 2) - y*(aplitscale);
x2 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_H - 2) - y*(aplitscale) + not_energy;
if (x2 > HUD_SCALE_X(LEFT_ENERGY_GAUGE_W) - (y*aplitscale)/3)
x2 = HUD_SCALE_X(LEFT_ENERGY_GAUGE_W) - (y*aplitscale)/3;
if (x2 > x1) gr_uline( i2f(x1+HUD_SCALE_X(LEFT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(LEFT_ENERGY_GAUGE_Y)), i2f(x2+HUD_SCALE_X(LEFT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(LEFT_ENERGY_GAUGE_Y)) );
}
gr_set_current_canvas( NULL );
// Draw right energy bar
PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_RIGHT]);
bm = &GameBitmaps[Gauges[GAUGE_ENERGY_RIGHT].index];
hud_bitblt (RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, bm, F1_0);
if (energy < 100)
for (y=0; y < HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_H); y++) {
x1 = HUD_SCALE_X(RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 2 ) + y*(aplitscale) - not_energy;
x2 = HUD_SCALE_X(RIGHT_ENERGY_GAUGE_W - RIGHT_ENERGY_GAUGE_H + 2 ) + y*(aplitscale);
if (x1 < (y*aplitscale)/3)
x1 = (y*aplitscale)/3;
if (x2 > x1) gr_uline( i2f(x1+HUD_SCALE_X(RIGHT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_Y)), i2f(x2+HUD_SCALE_X(RIGHT_ENERGY_GAUGE_X)), i2f(y+HUD_SCALE_Y(RIGHT_ENERGY_GAUGE_Y)) );
}
gr_set_current_canvas( NULL );
}
void draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
PIGGY_PAGE_IN(Gauges[GAUGE_SHIELDS+9-bm_num]);
hud_bitblt (SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index], F1_0);
}
#define CLOAK_FADE_WAIT_TIME 0x400
void draw_player_ship(int cloak_state,int old_cloak_state,int x, int y)
{
static fix cloak_fade_timer=0;
static int cloak_fade_value=GR_FADE_LEVELS-1;
static int refade = 0;
grs_bitmap *bm = NULL;
#ifdef NETWORK
if (Game_mode & GM_TEAM)
{
PIGGY_PAGE_IN(Gauges[GAUGE_SHIPS+get_team(Player_num)]);
bm = &GameBitmaps[Gauges[GAUGE_SHIPS+get_team(Player_num)].index];
}
else
#endif
{
PIGGY_PAGE_IN(Gauges[GAUGE_SHIPS+Player_num]);
bm = &GameBitmaps[Gauges[GAUGE_SHIPS+Player_num].index];
}
if (old_cloak_state==-1 && cloak_state)
cloak_fade_value=0;
if (!cloak_state) {
cloak_fade_value=GR_FADE_LEVELS-1;
cloak_fade_state = 0;
}
if (cloak_state==1 && old_cloak_state==0)
cloak_fade_state = -1;
if ((Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime < F1_0*3 && //doing "about-to-uncloak" effect
Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime > F1_0) &&
cloak_state)
{
if (cloak_fade_state==0)
cloak_fade_state = 2;
}
if (cloak_fade_state)
cloak_fade_timer -= FrameTime;
while (cloak_fade_state && cloak_fade_timer < 0) {
cloak_fade_timer += CLOAK_FADE_WAIT_TIME;
cloak_fade_value += cloak_fade_state;
if (cloak_fade_value >= GR_FADE_LEVELS-1) {
cloak_fade_value = GR_FADE_LEVELS-1;
if (cloak_fade_state == 2 && cloak_state)
cloak_fade_state = -2;
else
cloak_fade_state = 0;
}
else if (cloak_fade_value <= 0) {
cloak_fade_value = 0;
if (cloak_fade_state == -2)
cloak_fade_state = 2;
else
cloak_fade_state = 0;
}
}
// To fade out both pages in a paged mode.
if (refade) refade = 0;
else if (cloak_state && old_cloak_state && !cloak_fade_state && !refade) {
cloak_fade_state = -1;
refade = 1;
}
gr_set_current_canvas(NULL);
hud_bitblt( x, y, bm, F1_0);
Gr_scanline_darkening_level = cloak_fade_value;
gr_rect(HUD_SCALE_X(x), HUD_SCALE_Y(y), HUD_SCALE_X(x+bm->bm_w), HUD_SCALE_Y(y+bm->bm_h));
Gr_scanline_darkening_level = GR_FADE_LEVELS;
gr_set_current_canvas( NULL );
// gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_buffer[0].cv_bitmap, &grd_curcanv->cv_bitmap);
}
#define INV_FRAME_TIME (f1_0/10) //how long for each frame
void draw_numerical_display(int shield, int energy)
{
int sw,sh,saw,ew,eh,eaw;
gr_set_curfont( GAME_FONT );
#ifndef OGL
PIGGY_PAGE_IN(Gauges[GAUGE_NUMERICAL]);
hud_bitblt (HUD_SCALE_X(NUMERICAL_GAUGE_X), HUD_SCALE_Y(NUMERICAL_GAUGE_Y), &GameBitmaps[Gauges[GAUGE_NUMERICAL].index], F1_0);
#endif
// cockpit is not 100% geometric so we need to divide shield and energy X position by 1.951 which should be most accurate
// gr_get_string_size is used so we can get the numbers finally in the correct position with sw and ew
gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
gr_get_string_size((shield>199)?"200":(shield>99)?"100":(shield>9)?"00":"0",&sw,&sh,&saw);
gr_printf( (grd_curscreen->sc_w/1.951)-(sw/2),
(grd_curscreen->sc_h/1.365),"%d",shield);
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_get_string_size((energy>199)?"200":(energy>99)?"100":(energy>9)?"00":"0",&ew,&eh,&eaw);
gr_printf( (grd_curscreen->sc_w/1.951)-(ew/2),
(grd_curscreen->sc_h/1.5),"%d",energy);
gr_set_current_canvas( NULL );
}
void draw_keys()
{
gr_set_current_canvas( NULL );
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY]);
hud_bitblt( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY].index], F1_0);
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY_OFF]);
hud_bitblt( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY_OFF].index], F1_0);
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY]);
hud_bitblt( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY].index], F1_0);
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY_OFF]);
hud_bitblt( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY_OFF].index], F1_0);
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PIGGY_PAGE_IN( Gauges[GAUGE_RED_KEY] );
hud_bitblt( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY].index], F1_0);
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_RED_KEY_OFF]);
hud_bitblt( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY_OFF].index], F1_0);
}
}
void draw_weapon_info_sub(int info_index,gauge_box *box,int pic_x,int pic_y,char *name,int text_x,int text_y)
{
grs_bitmap *bm;
char *p;
//clear the window
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(HUD_SCALE_X(box->left),HUD_SCALE_Y(box->top),HUD_SCALE_X(box->right),HUD_SCALE_Y(box->bot+1));
bm=&GameBitmaps[Weapon_info[info_index].picture.index];
Assert(bm != NULL);
PIGGY_PAGE_IN( Weapon_info[info_index].picture );
hud_bitblt (pic_x, pic_y, bm, (Cockpit_mode == CM_FULL_SCREEN) ? 2 * F1_0 : F1_0);
if (GameArg.GfxGaugeHudMode==0)
{
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if ((p=strchr(name,'\n'))!=NULL) {
*p=0;
gr_printf(text_x,text_y,name);
gr_printf(text_x,text_y+FONTSCALE_Y(grd_curcanv->cv_font->ft_h+1),p+1);
*p='\n';
} else
gr_printf(text_x,text_y,name);
// For laser, show level and quadness
if (info_index == 0) {
char temp_str[7];
sprintf(temp_str, "%s: 0", TXT_LVL);
temp_str[5] = Players[Player_num].laser_level+1 + '0';
gr_printf(text_x,text_y+HUD_SCALE_Y(8), temp_str);
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
strcpy(temp_str, TXT_QUAD);
gr_printf(text_x,text_y+HUD_SCALE_Y(16), temp_str);
}
}
}
}
void draw_weapon_info(int weapon_type,int weapon_num)
{
//added/edited 2/8/99 by Victor Rachels for hudinfo stuff
int x,y,w;
#ifdef SHAREWARE
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_weapon(weapon_type, weapon_num);
#endif
if (weapon_type == 0)
{
if (Cockpit_mode == CM_STATUS_BAR)
{
draw_weapon_info_sub(Primary_weapon_to_weapon_info[weapon_num],&gauge_boxes[2],SB_PRIMARY_W_PIC_X,SB_PRIMARY_W_PIC_Y,Primary_weapon_names_short[weapon_num],SB_PRIMARY_W_TEXT_X,SB_PRIMARY_W_TEXT_Y);
x=SB_PRIMARY_AMMO_X;
y=SB_PRIMARY_AMMO_Y;
}
else
{
draw_weapon_info_sub(Primary_weapon_to_weapon_info[weapon_num],&gauge_boxes[0],PRIMARY_W_PIC_X,PRIMARY_W_PIC_Y, Primary_weapon_names_short[weapon_num],PRIMARY_W_TEXT_X,PRIMARY_W_TEXT_Y);
x=PRIMARY_AMMO_X;
y=PRIMARY_AMMO_Y;
}
w = 23;
}
else
{
if (Cockpit_mode == CM_STATUS_BAR)
{
draw_weapon_info_sub(Secondary_weapon_to_weapon_info[weapon_num],&gauge_boxes[3],SB_SECONDARY_W_PIC_X,SB_SECONDARY_W_PIC_Y,SECONDARY_WEAPON_NAMES_SHORT(weapon_num),SB_SECONDARY_W_TEXT_X,SB_SECONDARY_W_TEXT_Y);
x=SB_SECONDARY_AMMO_X;
y=SB_SECONDARY_AMMO_Y;
}
else
{
draw_weapon_info_sub(Secondary_weapon_to_weapon_info[weapon_num],&gauge_boxes[1],SECONDARY_W_PIC_X,SECONDARY_W_PIC_Y,SECONDARY_WEAPON_NAMES_SHORT(weapon_num),SECONDARY_W_TEXT_X,SECONDARY_W_TEXT_Y);
x=SECONDARY_AMMO_X;
y=SECONDARY_AMMO_Y;
}
w = 8;
}
if (GameArg.GfxGaugeHudMode!=0)
hud_show_weapons_mode(weapon_type,1,x,y);
}
void draw_ammo_info(int x,int y,int ammo_count,int primary)
{
if (GameArg.GfxGaugeHudMode!=0)
hud_show_weapons_mode(!primary,1,x,y);
else
{
gr_setcolor(BM_XRGB(0,0,0));
gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
gr_printf(x,y,"%03d",ammo_count);
//added on 10/5/98 by Victor Rachels to add proxbomb count
if(!primary)
{
gr_setcolor(BM_XRGB(0,0,0));
if(Cockpit_mode == CM_STATUS_BAR)
{
gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
gr_printf(x-8,y+FONTSCALE_Y(18),"PX: %u",Players[Player_num].secondary_ammo[2]);
}
else
{
gr_set_fontcolor(gr_getcolor(20,0,0),-1 );
gr_printf(x-4,y+FONTSCALE_Y(14),"PX: %u",Players[Player_num].secondary_ammo[2]);
}
}
}
}
void draw_primary_ammo_info(int ammo_count)
{
if (Cockpit_mode == CM_STATUS_BAR)
draw_ammo_info(SB_PRIMARY_AMMO_X,SB_PRIMARY_AMMO_Y,ammo_count,1);
else
draw_ammo_info(PRIMARY_AMMO_X,PRIMARY_AMMO_Y,ammo_count,1);
}
void draw_secondary_ammo_info(int ammo_count)
{
if (Cockpit_mode == CM_STATUS_BAR)
draw_ammo_info(SB_SECONDARY_AMMO_X,SB_SECONDARY_AMMO_Y,ammo_count,0);
else
draw_ammo_info(SECONDARY_AMMO_X,SECONDARY_AMMO_Y,ammo_count,0);
}
void draw_weapon_box(int weapon_type,int weapon_num)
{
gr_set_current_canvas(NULL);
gr_set_curfont( GAME_FONT );
if (weapon_num != old_weapon[weapon_type] && weapon_box_states[weapon_type] == WS_SET && (old_weapon[weapon_type] != -1) && !GameArg.GfxGaugeHudMode)
{
weapon_box_states[weapon_type] = WS_FADING_OUT;
weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1);
}
if (old_weapon[weapon_type] == -1)
{
draw_weapon_info(weapon_type,weapon_num);
old_weapon[weapon_type] = weapon_num;
old_ammo_count[weapon_type]=-1;
weapon_box_states[weapon_type] = WS_SET;
}
if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
draw_weapon_info(weapon_type,old_weapon[weapon_type]);
old_ammo_count[weapon_type]=-1;
weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
if (weapon_box_fade_values[weapon_type] <= 0)
{
weapon_box_states[weapon_type] = WS_FADING_IN;
old_weapon[weapon_type] = weapon_num;
old_weapon[weapon_type] = weapon_num;
weapon_box_fade_values[weapon_type] = 0;
}
}
else if (weapon_box_states[weapon_type] == WS_FADING_IN)
{
if (weapon_num != old_weapon[weapon_type])
{
weapon_box_states[weapon_type] = WS_FADING_OUT;
}
else
{
draw_weapon_info(weapon_type,weapon_num);
old_ammo_count[weapon_type]=-1;
weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
weapon_box_states[weapon_type] = WS_SET;
old_weapon[weapon_type] = -1;
}
}
}
else
{
draw_weapon_info(weapon_type, weapon_num);
old_weapon[weapon_type] = weapon_num;
old_ammo_count[weapon_type] = -1;
}
if (weapon_box_states[weapon_type] != WS_SET) //fade gauge
{
int fade_value = f2i(weapon_box_fade_values[weapon_type]);
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0;
Gr_scanline_darkening_level = fade_value;
gr_rect(HUD_SCALE_X(gauge_boxes[boxofs+weapon_type].left),HUD_SCALE_Y(gauge_boxes[boxofs+weapon_type].top),HUD_SCALE_X(gauge_boxes[boxofs+weapon_type].right),HUD_SCALE_Y(gauge_boxes[boxofs+weapon_type].bot));
Gr_scanline_darkening_level = GR_FADE_LEVELS;
}
gr_set_current_canvas(NULL);
}
void draw_weapon_boxes()
{
draw_weapon_box(0,Primary_weapon);
if (weapon_box_states[0] == WS_SET)
if (Players[Player_num].primary_ammo[Primary_weapon] != old_ammo_count[0])
if (Primary_weapon == VULCAN_INDEX)
{
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_primary_ammo(old_ammo_count[0], Players[Player_num].primary_ammo[Primary_weapon]);
#endif
draw_primary_ammo_info(f2i(VULCAN_AMMO_SCALE * Players[Player_num].primary_ammo[Primary_weapon]));
old_ammo_count[0] = Players[Player_num].primary_ammo[Primary_weapon];
}
draw_weapon_box(1,Secondary_weapon);
if (weapon_box_states[1] == WS_SET)
if (Players[Player_num].secondary_ammo[Secondary_weapon] != old_ammo_count[1] || Players[Player_num].secondary_ammo[2] != old_prox)
{
old_prox=Players[Player_num].secondary_ammo[2];
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_secondary_ammo(old_ammo_count[1], Players[Player_num].secondary_ammo[Secondary_weapon]);
#endif
draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
old_ammo_count[1] = Players[Player_num].secondary_ammo[Secondary_weapon];
}
if(GameArg.GfxGaugeHudMode!=0)
{
draw_primary_ammo_info(f2i(VULCAN_AMMO_SCALE * Players[Player_num].primary_ammo[Primary_weapon]));
draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
}
}
void sb_draw_energy_bar(int energy)
{
int erase_height,i;
int ew,eh,eaw;
PIGGY_PAGE_IN(Gauges[SB_GAUGE_ENERGY]);
hud_bitblt( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &GameBitmaps[Gauges[SB_GAUGE_ENERGY].index], F1_0);
erase_height = HUD_SCALE_Y((100 - energy) * SB_ENERGY_GAUGE_H / 100);
gr_setcolor( 0 );
for (i=0;i<=erase_height;i++)
gr_uline( i2f(HUD_SCALE_X(SB_ENERGY_GAUGE_X)), i2f(HUD_SCALE_Y(SB_ENERGY_GAUGE_Y)+i), i2f(HUD_SCALE_X(SB_ENERGY_GAUGE_X+(SB_ENERGY_GAUGE_W))), i2f(HUD_SCALE_Y(SB_ENERGY_GAUGE_Y)+i) );
gr_set_current_canvas( NULL );
//draw numbers
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_get_string_size((energy>199)?"200":(energy>99)?"100":(energy>9)?"00":"0",&ew,&eh,&eaw);
gr_printf((grd_curscreen->sc_w/3)-(ew/2),HUD_SCALE_Y(SB_ENERGY_NUM_Y),"%d",energy);
}
void sb_draw_shield_num(int shield)
{
grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode].index];
int sw,sh,saw;
//draw numbers
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
//erase old one
PIGGY_PAGE_IN( cockpit_bitmap[Cockpit_mode] );
gr_setcolor(gr_gpixel(bm,SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y-(SM_H(Game_screen_mode)-bm->bm_h)));
gr_get_string_size((shield>199)?"200":(shield>99)?"100":(shield>9)?"00":"0",&sw,&sh,&saw);
gr_printf((grd_curscreen->sc_w/2.267)-(sw/2),HUD_SCALE_Y(SB_SHIELD_NUM_Y),"%d",shield);
}
void sb_draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
gr_set_current_canvas( NULL );
PIGGY_PAGE_IN( Gauges[GAUGE_SHIELDS+9-bm_num] );
hud_bitblt( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index], F1_0);
}
void sb_draw_keys()
{
grs_bitmap * bm;
int flags = Players[Player_num].flags;
gr_set_current_canvas( NULL );
bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF].index];
PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_BLUE_KEY)?SB_GAUGE_BLUE_KEY:SB_GAUGE_BLUE_KEY_OFF]);
hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm, F1_0);
bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF].index];
PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_GOLD_KEY)?SB_GAUGE_GOLD_KEY:SB_GAUGE_GOLD_KEY_OFF]);
hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm, F1_0);
bm = &GameBitmaps[Gauges[(flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF].index];
PIGGY_PAGE_IN(Gauges[(flags&PLAYER_FLAGS_RED_KEY)?SB_GAUGE_RED_KEY:SB_GAUGE_RED_KEY_OFF]);
hud_bitblt( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm, F1_0);
}
// Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
void draw_invulnerable_ship()
{
static fix time=0;
gr_set_current_canvas( NULL );
if (Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime > F1_0*4 ||
Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime < 0 ||
GameTime & 0x8000)
{
if (Cockpit_mode == CM_STATUS_BAR) {
PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]);
hud_bitblt( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index], F1_0);
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]);
hud_bitblt( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index], F1_0);
}
time += FrameTime;
while (time > INV_FRAME_TIME) {
time -= INV_FRAME_TIME;
if (++invulnerable_frame == N_INVULNERABLE_FRAMES)
invulnerable_frame=0;
}
} else if (Cockpit_mode == CM_STATUS_BAR)
sb_draw_shield_bar(f2ir(Players[Player_num].shields));
else
draw_shield_bar(f2ir(Players[Player_num].shields));
}
#ifdef HOSTAGE_FACES
void draw_hostage_gauge()
{
int drew;
gr_set_current_canvas(NULL);
drew = do_hostage_effects();
if (drew) {
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0;
old_weapon[1] = old_ammo_count[1] = -1;
}
}
#endif
extern int Missile_gun;
extern int allowed_to_fire_laser(void);
extern int allowed_to_fire_missile(void);
rgb player_rgb[] = { {15,15,23},
{27,0,0},
{0,23,0},
{30,11,31},
{31,16,0},
{24,17,6},
{14,21,12},
{29,29,0}, };
//draw the reticle
void show_reticle(int force_big_one)
{
int x,y;
int laser_ready,missile_ready,laser_ammo,missile_ammo;
int cross_bm_num,primary_bm_num,secondary_bm_num;
x = grd_curcanv->cv_w/2;
y = grd_curcanv->cv_h/2;
laser_ready = allowed_to_fire_laser();
missile_ready = allowed_to_fire_missile();
laser_ammo = player_has_weapon(Primary_weapon,0);
missile_ammo = player_has_weapon(Secondary_weapon,1);
primary_bm_num = (laser_ready && laser_ammo==HAS_ALL);
secondary_bm_num = (missile_ready && missile_ammo==HAS_ALL);
if (primary_bm_num && Primary_weapon==LASER_INDEX && (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
primary_bm_num++;
if (Secondary_weapon!=CONCUSSION_INDEX && Secondary_weapon!=HOMING_INDEX)
secondary_bm_num += 3;
else if (secondary_bm_num && !(Missile_gun&1))
secondary_bm_num++;
cross_bm_num = ((primary_bm_num > 0) || (secondary_bm_num > 0));
Assert(primary_bm_num <= 2);
Assert(secondary_bm_num <= 4);
Assert(cross_bm_num <= 1);
#ifdef OGL
if (GameArg.OglReticle==2 || (GameArg.OglReticle && grd_curcanv->cv_bitmap.bm_w > 320)){
ogl_draw_reticle(cross_bm_num,primary_bm_num,secondary_bm_num);
}else
#endif
if (grd_curcanv->cv_bitmap.bm_w > 200 || force_big_one) {
#ifndef OGL
PIGGY_PAGE_IN(Gauges[RETICLE_CROSS + cross_bm_num]);
gr_ubitmapm(x-4 ,y-2,&GameBitmaps[Gauges[RETICLE_CROSS + cross_bm_num].index]);
PIGGY_PAGE_IN(Gauges[RETICLE_PRIMARY + primary_bm_num]);
gr_ubitmapm(x-15,y+6,&GameBitmaps[Gauges[RETICLE_PRIMARY + primary_bm_num].index]);
PIGGY_PAGE_IN(Gauges[RETICLE_SECONDARY + secondary_bm_num]);
gr_ubitmapm(x-12,y+1,&GameBitmaps[Gauges[RETICLE_SECONDARY + secondary_bm_num].index]);
#else
PIGGY_PAGE_IN(Gauges[RETICLE_CROSS + cross_bm_num]);
ogl_ubitmapm_cs(x-(HUD_SCALE_X(4)) ,y-(HUD_SCALE_Y(2)),HUD_SCALE_X(9),HUD_SCALE_Y(7),&GameBitmaps[Gauges[RETICLE_CROSS + cross_bm_num].index],255,F1_0);
PIGGY_PAGE_IN(Gauges[RETICLE_PRIMARY + primary_bm_num]);
ogl_ubitmapm_cs(x-(HUD_SCALE_X(15)),y+(HUD_SCALE_Y(6)),HUD_SCALE_X(31),HUD_SCALE_Y(5),&GameBitmaps[Gauges[RETICLE_PRIMARY + primary_bm_num].index],255,F1_0);
PIGGY_PAGE_IN(Gauges[RETICLE_SECONDARY + secondary_bm_num]);
ogl_ubitmapm_cs(x-(HUD_SCALE_X(12)),y+(HUD_SCALE_Y(1)),HUD_SCALE_X(25),HUD_SCALE_Y(10),&GameBitmaps[Gauges[RETICLE_SECONDARY + secondary_bm_num].index],255,F1_0);
#endif
}
else {
PIGGY_PAGE_IN(Gauges[SML_RETICLE_CROSS + cross_bm_num]);
gr_ubitmapm(x-2,y-1,&GameBitmaps[Gauges[SML_RETICLE_CROSS + cross_bm_num].index]);
PIGGY_PAGE_IN(Gauges[SML_RETICLE_PRIMARY + primary_bm_num]);
gr_ubitmapm(x-8,y+2,&GameBitmaps[Gauges[SML_RETICLE_PRIMARY + primary_bm_num].index]);
PIGGY_PAGE_IN(Gauges[SML_RETICLE_SECONDARY + secondary_bm_num]);
gr_ubitmapm(x-6,y-2,&GameBitmaps[Gauges[SML_RETICLE_SECONDARY + secondary_bm_num].index]);
}
#ifndef SHAREWARE
#ifdef NETWORK
if ((Newdemo_state == ND_STATE_PLAYBACK) || (((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) && Show_reticle_name))
{
// Draw player callsign for player in sights
fvi_query fq;
vms_vector orient;
int Hit_type;
fvi_info Hit_data;
fq.p0 = &ConsoleObject->pos;
orient = ConsoleObject->orient.fvec;
vm_vec_scale(&orient, F1_0*1024);
vm_vec_add2(&orient, fq.p0);
fq.p1 = &orient;
fq.rad = 0;
fq.thisobjnum = ConsoleObject - Objects;
fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
fq.startseg = ConsoleObject->segnum;
fq.ignore_obj_list = NULL;
Hit_type = find_vector_intersection(&fq, &Hit_data);
if ((Hit_type == HIT_OBJECT) && (Objects[Hit_data.hit_object].type == OBJ_PLAYER))
{
// Draw callsign on HUD
char s[CALLSIGN_LEN+1];
int w, h, aw;
int x1, y1;
int pnum;
int color_num;
pnum = Objects[Hit_data.hit_object].id;
if ((Game_mode & GM_TEAM) && (get_team(pnum) != get_team(Player_num)) && (Newdemo_state != ND_STATE_PLAYBACK))
return;
if (Game_mode & GM_TEAM)
color_num = get_team(pnum);
else
color_num = pnum;
sprintf(s, "%s", Players[pnum].callsign);
gr_get_string_size(s, &w, &h, &aw);
gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
x1 = x-(w/2);
y1 = y+12;
gr_string (x1, y1, s);
}
#ifndef NDEBUG
else if ((Hit_type == HIT_OBJECT) && (Objects[Hit_data.hit_object].type == OBJ_ROBOT))
{
char s[CALLSIGN_LEN+1];
int w, h, aw;
int x1, y1;
int color_num = 0;
sprintf(s, "%d", Hit_data.hit_object);
gr_get_string_size(s, &w, &h, &aw);
gr_set_fontcolor(gr_getcolor(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );
x1 = x-(w/2);
y1 = y+(HUD_SCALE_Y(12));
gr_string (x1, y1, s);
}
#endif
}
#endif
#endif
}
#ifdef NETWORK
void hud_show_kill_list()
{
int n_players,player_list[MAX_NUM_NET_PLAYERS];
int n_left,i,x0,x1,y,save_y,fth;
if (Show_kill_list_timer > 0)
{
Show_kill_list_timer -= FrameTime;
if (Show_kill_list_timer < 0)
Show_kill_list = 0;
}
#ifdef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
{
Show_kill_list = 0;
return;
}
#endif
gr_set_curfont( GAME_FONT );
n_players = multi_get_kill_list(player_list);
if (Show_kill_list == 3)
n_players = 2;
if (n_players <= 4)
n_left = n_players;
else
n_left = (n_players+1)/2;
fth = FONTSCALE_Y(GAME_FONT->ft_h);
x0 = 1; x1 = GAME_FONT->ft_aw*9;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
x1 = GAME_FONT->ft_aw*7;
#endif
save_y = y = grd_curcanv->cv_h - n_left*(fth+(HUD_SCALE_Y(1)));
if (Cockpit_mode == CM_FULL_COCKPIT) {
save_y = y -= 6*(SHEIGHT/200);
}
for (i=0;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 - GAME_FONT->ft_aw*12;
else
x0 = grd_curcanv->cv_w - GAME_FONT->ft_aw*13;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*6;
else
#endif
if(Show_kill_list == 2)
x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*6;
else
x1 = grd_curcanv->cv_w - GAME_FONT->ft_aw*3;
y = save_y;
}
if (Show_kill_list == 3)
player_num = i;
else
player_num = player_list[i];
if (Show_kill_list == 1 || Show_kill_list ==2)
{
int color;
if (Players[player_num].connected != 1)
gr_set_fontcolor(gr_getcolor(12, 12, 12), -1);
else if (Game_mode & GM_TEAM) {
color = get_team(player_num);
gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
}
else {
color = player_num;
gr_set_fontcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
}
}
else
{
gr_set_fontcolor(gr_getcolor(player_rgb[player_num].r,player_rgb[player_num].g,player_rgb[player_num].b),-1 );
}
if (Show_kill_list == 3)
strcpy(name, Netgame.team_name[i]);
else
strcpy(name,Players[player_num].callsign); // Note link to above if!!
gr_get_string_size(name,&sw,&sh,&aw);
while (sw > (x1-x0-3)) {
name[strlen(name)-1]=0;
gr_get_string_size(name,&sw,&sh,&aw);
}
gr_printf(x0,y,"%s",name);
if (Show_kill_list == 3)
gr_printf(x1,y,"%3d",team_kills[i]);
#ifndef SHAREWARE
else if (Game_mode & GM_MULTI_COOP)
gr_printf(x1,y,"%-6d",Players[player_num].score);
#endif
else if (Show_kill_list == 2)
gr_printf(x1,y,"%i/%i(%i%%)",Players[player_num].net_kills_total,Players[player_num].net_killed_total,(Players[player_num].net_killed_total+Players[player_num].net_kills_total)?(Players[player_num].net_kills_total*100)/(Players[player_num].net_killed_total+Players[player_num].net_kills_total):0);
else
gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
y += fth+FONTSCALE_Y(1);
}
}
#endif
//draw all the things on the HUD
void draw_hud()
{
// Show score so long as not in rearview
if ( !Rear_view && Cockpit_mode!=CM_REAR_VIEW && Cockpit_mode!=CM_STATUS_BAR) {
hud_show_score();
if (score_time)
hud_show_score_added();
}
// Show other stuff if not in rearview or letterbox.
if (!Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
if (Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_FULL_SCREEN)
hud_show_homing_warning();
if (Cockpit_mode==CM_FULL_SCREEN) {
hud_show_energy();
hud_show_shield();
hud_show_weapons();
hud_show_keys();
hud_show_cloak_invuln();
if ( ( Newdemo_state==ND_STATE_RECORDING ) && ( Players[Player_num].flags != old_flags )) {
newdemo_record_player_flags(old_flags, Players[Player_num].flags);
old_flags = Players[Player_num].flags;
}
}
#ifdef NETWORK
#ifndef RELEASE
if (!(Game_mode&GM_MULTI && Show_kill_list))
show_time();
#endif
#endif
if (Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles) && !GameArg.GfxNoReticle)
show_reticle(0);
HUD_render_message_frame();
if (Cockpit_mode!=CM_STATUS_BAR)
hud_show_lives();
#ifdef NETWORK
if (Game_mode&GM_MULTI && Show_kill_list)
hud_show_kill_list();
#endif
}
if (Rear_view && Cockpit_mode!=CM_REAR_VIEW) {
HUD_render_message_frame();
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
if (Newdemo_state == ND_STATE_PLAYBACK)
gr_printf(0x8000,grd_curcanv->cv_h-HUD_SCALE_Y(14),TXT_REAR_VIEW);
else
gr_printf(0x8000,grd_curcanv->cv_h-HUD_SCALE_Y(10),TXT_REAR_VIEW);
}
}
//print out some player statistics
void render_gauges()
{
int energy = f2ir(Players[Player_num].energy);
int shields = f2ir(Players[Player_num].shields);
int cloak = ((Players[Player_num].flags&PLAYER_FLAGS_CLOAKED) != 0);
Assert(Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR);
// check to see if our display mode has changed since last render time --
// if so, then we need to make new gauge canvases.
if (shields < 0 ) shields = 0;
gr_set_current_canvas(NULL);
gr_set_curfont( GAME_FONT );
if (Newdemo_state == ND_STATE_RECORDING)
if (Players[Player_num].homing_object_dist >= 0)
newdemo_record_homing_distance(Players[Player_num].homing_object_dist);
draw_weapon_boxes();
if (Cockpit_mode == CM_FULL_COCKPIT) {
#ifdef OGL
hud_bitblt (0, 0, &GameBitmaps[cockpit_bitmap[Cockpit_mode].index],F1_0);
#endif
if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy))
{
newdemo_record_player_energy(
#ifndef SHAREWARE
old_energy,
#endif
energy);
old_energy = energy;
}
draw_energy_bar(energy);
draw_numerical_display(shields, energy);
draw_player_ship(cloak, old_cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y);
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
draw_invulnerable_ship();
old_shields = shields ^ 1;
} else { // Draw the shield gauge
if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields))
{
newdemo_record_player_shields(
#ifndef SHAREWARE
old_shields,
#endif
shields);
old_shields = shields;
}
draw_shield_bar(shields);
}
draw_numerical_display(shields, energy);
if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags))
{
newdemo_record_player_flags(old_flags, Players[Player_num].flags);
old_flags = Players[Player_num].flags;
}
draw_keys();
show_homing_warning();
} else if (Cockpit_mode == CM_STATUS_BAR) {
if (Newdemo_state == ND_STATE_RECORDING && (energy != old_energy))
{
newdemo_record_player_energy(
#ifndef SHAREWARE
old_energy,
#endif
energy);
old_energy = energy;
}
sb_draw_energy_bar(energy);
draw_player_ship(cloak, old_cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
{
draw_invulnerable_ship();
old_shields = shields ^ 1;
}
else
{ // Draw the shield gauge
if (Newdemo_state == ND_STATE_RECORDING && (shields != old_shields))
{
newdemo_record_player_shields(
#ifndef SHAREWARE
old_shields,
#endif
shields);
old_shields = shields;
}
sb_draw_shield_bar(shields);
}
sb_draw_shield_num(shields);
if (Newdemo_state == ND_STATE_RECORDING && (Players[Player_num].flags != old_flags))
{
newdemo_record_player_flags(old_flags, Players[Player_num].flags);
old_flags = Players[Player_num].flags;
}
sb_draw_keys();
// May want to record this in a demo...
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
sb_show_lives();
old_lives = Players[Player_num].net_killed_total;
}
else
{
sb_show_lives();
old_lives = Players[Player_num].lives;
}
if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
sb_show_score();
old_score = Players[Player_num].net_kills_total;
}
else
{
sb_show_score();
old_score = Players[Player_num].score;
sb_show_score_added();
}
} else
draw_player_ship(cloak, old_cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
old_cloak = cloak;
}
// ---------------------------------------------------------------------------------------------------------
// Call when picked up a laser powerup.
// If laser is active, set old_weapon[0] to -1 to force redraw.
void update_laser_weapon_info(void)
{
if (old_weapon[0] == 0)
old_weapon[0] = -1;
}