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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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descent
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main
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g.c
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1998-06-08
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/*
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.
*/
/*
* $Source: f:/miner/source/main/rcs/gauges.c $
* $Revision: 2.1 $
* $Author: john $
* $Date: 1995/02/27 13:13:45 $
*
* Inferno gauge drivers
*
* $Log: gauges.c $
* Revision 2.1 1995/02/27 13:13:45 john
* Removed floating point.
*
* Revision 2.0 1995/02/27 11:29:06 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.203 1995/02/11 01:56:45 mike
* move up weapons text on fullscreen hud, missiles was offscreen.
*
* Revision 1.202 1995/02/09 13:23:34 rob
* Added reticle names in demo playback.
*
* Revision 1.201 1995/02/08 19:20:46 rob
* Show cloaked teammates on H
* UD. Get rid of show ID's in anarchy option.
*
* Revision 1.200 1995/02/07 21:09:00 mike
* add flashing to invulnerability and cloak on fullscreen.
*
* Revision 1.199 1995/02/02 21:55:57 matt
* Added new colored key icons for fullscreen
*
* Revision 1.198 1995/01/30 17:17:07 rob
* Fixed teammate names on hud.
*
* Revision 1.197 1995/01/28 17:40:49 mike
* fix gauge fontcolor.
*
* Revision 1.196 1995/01/27 17:03:14 mike
* fix placement of weapon info in multiplayer fullscreen, as per AP request.
*
* Revision 1.195 1995/01/27 11:51:23 rob
* Put deaths tally into cooperative mode
*
* Revision 1.194 1995/01/27 11:43:24 adam
* fiddled with key display
*
* Revision 1.193 1995/01/25 23:38:35 mike
* fix keys on fullscreen.
*
* Revision 1.192 1995/01/24 22:03:28 mike
* Lotsa hud stuff, put a lot of messages up.
*
* Revision 1.191 1995/01/23 16:47:21 rob
* Fixed problem with playing extra life noise in coop.
*
* Revision 1.190 1995/01/22 16:00:46 mike
* remove unneeded string.
*
* Revision 1.189 1995/01/22 15:58:22 mike
* localization
*
* Revision 1.188 1995/01/20 17:19:45 rob
* Fixing colors of hud kill list players.
*
* Revision 1.187 1995/01/20 09:19:18 allender
* record player flags when in CM_FULL_SCREEN
*
* Revision 1.186 1995/01/19 16:29:09 allender
* made demo recording of weapon change be in this file for shareware only
*
* Revision 1.185 1995/01/19 15:00:33 allender
* code to record shield, energy, and ammo in fullscreen
*
* Revision 1.184 1995/01/19 13:43:13 matt
* Fixed "cheater" message on HUD
*
* Revision 1.183 1995/01/18 16:11:58 mike
* Don't show added scores of 0.
*
* Revision 1.182 1995/01/17 17:42:39 allender
* do ammo counts in demo recording
*
* Revision 1.181 1995/01/16 17:26:25 rob
* Fixed problem with coloration of team kill list.
*
* Revision 1.180 1995/01/16 17:22:39 john
* Made so that KB and framerate don't collide.
*
* Revision 1.179 1995/01/16 14:58:31 matt
* Changed score_added display to print "Cheater!" when cheats enabled
*
* Revision 1.178 1995/01/15 19:42:07 matt
* Ripped out hostage faces for registered version
*
* Revision 1.177 1995/01/15 19:25:07 mike
* show vulcan ammo and secondary ammo in fullscreen view.
*
* Revision 1.176 1995/01/15 13:16:12 john
* Made so that paging always happens, lowmem just loads less.
* Also, make KB load print to hud.
*
* Revision 1.175 1995/01/14 19:17:32 john
* First version of piggy paging.
*
* Revision 1.174 1995/01/05 21:25:23 rob
* Re-did some changes lost due to RCS weirdness.
*
* Revision 1.173 1995/01/05 12:22:34 rob
* Don't show player names for cloaked players.
*
* Revision 1.172 1995/01/04 17:14:50 allender
* make init_gauges work properly on demo playback
*
* Revision 1.171 1995/01/04 15:04:42 allender
* new demo calls for registered version
*
* Revision 1.167 1995/01/03 13:03:57 allender
* pass score points instead of total points. Added ifdef for
* multi_send_score
*
* Revision 1.166 1995/01/03 11:45:02 allender
* add hook to record player score
*
* Revision 1.165 1995/01/03 11:25:19 allender
* remove newdemo stuff around score display
*
* Revision 1.163 1995/01/02 21:03:53 rob
* Fixing up the hud-score-list for coop games.
*
* Revision 1.162 1994/12/31 20:54:40 rob
* Added coop mode HUD score list.
* Added more generic system for player names on HUD.
*
* Revision 1.161 1994/12/30 20:13:01 rob
* Ifdef reticle names on shareware.
* Added robot reticle naming.
*
* Revision 1.160 1994/12/29 17:53:51 mike
* move up energy/shield in fullscreen to get out of way of kill list.
*
* Revision 1.159 1994/12/29 16:44:05 mike
* add energy and shield showing.
*
* Revision 1.158 1994/12/28 16:34:29 mike
* make warning beep go away on Player_is_dead.
*
* Revision 1.157 1994/12/28 10:00:43 allender
* change in init_gauges to for multiplayer demo playbacks
*
* Revision 1.156 1994/12/27 11:06:46 allender
* removed some previous code to for demo playback stuff
*
* Revision 1.155 1994/12/23 14:23:06 john
* Added floating reticle for VR helments.
*
* Revision 1.154 1994/12/21 12:56:41 allender
* on multiplayer demo playback, show kills and deaths
*
* Revision 1.153 1994/12/19 20:28:42 rob
* Get rid of kill list in coop games.
*
* Revision 1.152 1994/12/14 18:06:44 matt
* Removed compile warnings
*
* Revision 1.151 1994/12/14 15:21:28 rob
* Made gauges align in status_bar net game.
*
* Revision 1.150 1994/12/12 17:20:33 matt
* Don't get bonus points when cheating
*
* Revision 1.149 1994/12/12 16:47:00 matt
* When cheating, get no score. Change level cheat to prompt for and
* jump to new level.
*
* Revision 1.148 1994/12/12 12:05:45 rob
* Grey out players who are disconnected.
*
* Revision 1.147 1994/12/09 16:19:48 yuan
* kill matrix stuff.
*
* Revision 1.146 1994/12/09 16:12:34 rob
* Fixed up the status bar kills gauges for net play.
*
* Revision 1.145 1994/12/09 01:55:34 rob
* Added kills list to HUD/status bar.
* Added something for Mark.
*
* Revision 1.144 1994/12/08 21:03:30 allender
* pass old player flags to record_player_flags
*
* Revision 1.143 1994/12/07 22:49:33 mike
* no homing missile warning during endlevel sequence.
*
* Revision 1.142 1994/12/06 13:55:31 matt
* Use new rounding func, f2ir()
*
* Revision 1.141 1994/12/03 19:03:37 matt
* Fixed vulcan ammo HUD message
*
* Revision 1.140 1994/12/03 18:43:18 matt
* Fixed (hopefully) claok gauge
*
* Revision 1.139 1994/12/03 14:26:21 yuan
* Fixed dumb bug
*
* Revision 1.138 1994/12/03 14:17:30 yuan
* Localization 320
*
*/
#pragma off (unreferenced)
static char rcsid[] = "$Id: gauges.c 2.1 1995/02/27 13:13:45 john Exp $";
#pragma on (unreferenced)
#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" // For the font.
#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"
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
//change MAX_GAUGE_BMS when adding gauges
//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 //139
#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) //151
#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 87
#define PRIMARY_W_TEXT_Y 157
#define PRIMARY_AMMO_X (96-3)
#define PRIMARY_AMMO_Y 171
#define SECONDARY_W_PIC_X 234
#define SECONDARY_W_PIC_Y 154
#define SECONDARY_W_TEXT_X 207
#define SECONDARY_W_TEXT_Y 157
#define SECONDARY_AMMO_X 213
#define SECONDARY_AMMO_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+1)
#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_laser = -1;
static int old_flags = -1;
static int invulnerable_frame = 0;
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 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)
typedef struct span {
byte l,r;
} span;
//store delta x values from left of box
span weapon_window_left[] = { //first span 67,154
{4,53},
{4,53},
{4,53},
{4,53},
{4,53},
{3,53},
{3,53},
{3,53},
{3,53},
{3,53},
{3,53},
{3,53},
{3,53},
{2,53},
{2,53},
{2,53},
{2,53},
{2,53},
{2,53},
{2,53},
{2,53},
{1,53},
{1,53},
{1,53},
{1,53},
{1,53},
{1,53},
{1,53},
{1,53},
{0,53},
{0,53},
{0,53},
{0,53},
{0,52},
{1,52},
{2,51},
{3,51},
{4,50},
{5,50},
};
//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},
};
#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 PRIMARY_W_BOX_LEFT 63
#define PRIMARY_W_BOX_TOP 154
#define PRIMARY_W_BOX_RIGHT (PRIMARY_W_BOX_LEFT+58)
#define PRIMARY_W_BOX_BOT (PRIMARY_W_BOX_TOP+N_LEFT_WINDOW_SPANS-1)
#define SECONDARY_W_BOX_LEFT 202 //207
#define SECONDARY_W_BOX_TOP 151
#define SECONDARY_W_BOX_RIGHT 263 //(SECONDARY_W_BOX_LEFT+54)
#define SECONDARY_W_BOX_BOT (SECONDARY_W_BOX_TOP+N_RIGHT_WINDOW_SPANS-1)
#define SB_PRIMARY_W_BOX_LEFT 34 //50
#define SB_PRIMARY_W_BOX_TOP 153
#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 //210
#define SB_SECONDARY_W_BOX_TOP 153
#define SB_SECONDARY_W_BOX_RIGHT (SB_SECONDARY_W_BOX_LEFT+54)
#define SB_SECONDARY_W_BOX_BOT (153+43)
#define SB_PRIMARY_W_PIC_X (SB_PRIMARY_W_BOX_LEFT+1) //51
#define SB_PRIMARY_W_PIC_Y 154
#define SB_PRIMARY_W_TEXT_X (SB_PRIMARY_W_BOX_LEFT+24) //(51+23)
#define SB_PRIMARY_W_TEXT_Y 157
#define SB_PRIMARY_AMMO_X ((SB_PRIMARY_W_BOX_LEFT+33)-3) //(51+32)
#define SB_PRIMARY_AMMO_Y 171
#define SB_SECONDARY_W_PIC_X (SB_SECONDARY_W_BOX_LEFT+29) //(212+27)
#define SB_SECONDARY_W_PIC_Y 154
#define SB_SECONDARY_W_TEXT_X (SB_SECONDARY_W_BOX_LEFT+2) //212
#define SB_SECONDARY_W_TEXT_Y 157
#define SB_SECONDARY_AMMO_X (SB_SECONDARY_W_BOX_LEFT+11) //(212+9)
#define SB_SECONDARY_AMMO_Y 171
typedef struct gauge_box {
int left,top;
int right,bot; //maximal box
span *spanlist; //list of left,right spans for copy
} 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,weapon_window_left},
{SECONDARY_W_BOX_LEFT,SECONDARY_W_BOX_TOP,SECONDARY_W_BOX_RIGHT,SECONDARY_W_BOX_BOT,weapon_window_right},
{SB_PRIMARY_W_BOX_LEFT,SB_PRIMARY_W_BOX_TOP,SB_PRIMARY_W_BOX_RIGHT,SB_PRIMARY_W_BOX_BOT,NULL},
{SB_SECONDARY_W_BOX_LEFT,SB_SECONDARY_W_BOX_TOP,SB_SECONDARY_W_BOX_RIGHT,SB_SECONDARY_W_BOX_BOT,NULL}
};
int Color_0_31_0 = -1;
//copy a box from the off-screen buffer to the visible page
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++)
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);
}
else
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);
}
//fills in the coords of the hostage video window
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];
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-2-10, 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;
if (old_score==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) )
gr_printf(SB_SCORE_LABEL_X,SB_SCORE_Y,"%s:", TXT_KILLS);
else
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-2;
y = SB_SCORE_Y;
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(last_x,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 );
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));
gr_rect(last_x,SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
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 = SB_SCORE_ADDED_RIGHT-w-2;
gr_set_fontcolor(gr_getcolor(0, color, 0),-1 );
gr_printf(x, SB_SCORE_ADDED_Y, score_str);
last_x = x;
} else {
//erase old score
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(last_x,SB_SCORE_ADDED_Y,SB_SCORE_ADDED_RIGHT,SB_SCORE_ADDED_Y+GAME_FONT->ft_h);
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) {
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] );
gr_ubitmapm( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index] );
Last_homing_warning_shown = 0;
}
return;
}
gr_set_current_canvas( get_current_game_screen() );
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]);
gr_ubitmapm( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_ON].index]);
Last_homing_warning_shown = 1;
}
} else {
if (Last_homing_warning_shown != 0) {
PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]);
gr_ubitmapm( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index] );
Last_homing_warning_shown = 0;
}
}
} else if (Last_homing_warning_shown != 0) {
PIGGY_PAGE_IN(Gauges[GAUGE_HOMING_WARNING_OFF]);
gr_ubitmapm( 7, 171, &GameBitmaps[Gauges[GAUGE_HOMING_WARNING_OFF].index] );
Last_homing_warning_shown = 0;
}
}
#define MAX_SHOWN_LIVES 4
void hud_show_homing_warning(void)
{
if (Players[Player_num].homing_object_dist >= 0) {
if (GameTime & 0x4000) {
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 );
gr_printf(0x8000, grd_curcanv->cv_h-8,TXT_LOCK);
}
}
}
void hud_show_keys(void)
{
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_BLUE]);
gr_ubitmapm(2,24,&GameBitmaps[Gauges[KEY_ICON_BLUE].index]);
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_YELLOW]);
gr_ubitmapm(10,24,&GameBitmaps[Gauges[KEY_ICON_YELLOW].index]);
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PIGGY_PAGE_IN(Gauges[KEY_ICON_RED]);
gr_ubitmapm(18,24,&GameBitmaps[Gauges[KEY_ICON_RED].index]);
}
}
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-40,"%s: %i", TXT_ENERGY, f2ir(Players[Player_num].energy));
else
gr_printf(2, grd_curcanv->cv_h-8,"%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(void)
{
int w, h, aw;
int y;
char weapon_str[32], temp_str[10];
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)
y = grd_curcanv->cv_h-32;
else
y = grd_curcanv->cv_h;
// #ifndef RELEASE
y -= 8;
// #endif
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(315-w, y-8, weapon_str);
if (Primary_weapon == VULCAN_INDEX) {
#ifndef SHAREWARE
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];
}
#endif
}
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;
}
#ifndef SHAREWARE
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
strcat(weapon_str, " ");
strcat(weapon_str, itoa(Players[Player_num].secondary_ammo[Secondary_weapon], temp_str, 10));
gr_get_string_size(weapon_str, &w, &h, &aw );
gr_printf(315-w, y, weapon_str);
}
void hud_show_cloak_invuln(void)
{
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
int y = grd_curcanv->cv_h;
if (Game_mode & GM_MULTI)
y -= 72;
else
y -= 32;
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 -= 80;
else
y -= 40;
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 (Game_mode & GM_MULTI)
gr_printf(2, grd_curcanv->cv_h-48,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
else
gr_printf(2, grd_curcanv->cv_h-16,"%s: %i", TXT_SHIELD, f2ir(Players[Player_num].shields));
if (Newdemo_state==ND_STATE_RECORDING ) {
int shields = f2ir(Players[Player_num].shields);
if (shields != old_shields) { // Draw the shield gauge
#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
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) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
PIGGY_PAGE_IN(Gauges[GAUGE_LIVES]);
gr_ubitmapm(10,3,&GameBitmaps[Gauges[GAUGE_LIVES].index]);
gr_printf(22, 3, "x %d", Players[Player_num].lives-1);
}
}
sb_show_lives()
{
int x,y;
grs_bitmap * bm = &GameBitmaps[Gauges[GAUGE_LIVES].index];
x = SB_LIVES_X;
y = SB_LIVES_Y;
if (old_lives==-1) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,20,0),-1 );
if (Game_mode & GM_MULTI)
gr_printf(SB_LIVES_LABEL_X,SB_LIVES_LABEL_Y,"%s:", TXT_DEATHS);
else
gr_printf(SB_LIVES_LABEL_X,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));
gr_rect(last_x, 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 = x;
return;
}
if (old_lives==-1 || Players[Player_num].lives != old_lives) {
//erase old icons
gr_setcolor(BM_XRGB(0,0,0));
gr_rect(x, y, x+32, 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]);
gr_ubitmapm(x, y,bm);
gr_printf(x+12, y, "x %d", Players[Player_num].lives-1);
}
}
// 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-25,grd_curcanv->cv_h-28,"%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 += 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
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
#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_canvas( LEFT_ENERGY_GAUGE_W, LEFT_ENERGY_GAUGE_H );
Canv_SBEnergyGauge = gr_create_canvas( SB_ENERGY_GAUGE_W, SB_ENERGY_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 );
}
void close_gauge_canvases()
{
gr_free_canvas( Canv_LeftEnergyGauge );
gr_free_canvas( Canv_SBEnergyGauge );
gr_free_canvas( Canv_RightEnergyGauge );
gr_free_canvas( Canv_NumericalGauge );
}
void init_gauges()
{
//draw_gauges_on = 1;
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_laser = -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)
{
int not_energy;
int x1, x2, y;
// Draw left energy bar
gr_set_current_canvas( Canv_LeftEnergyGauge );
PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_LEFT]);
gr_ubitmapm( 0, 0, &GameBitmaps[Gauges[GAUGE_ENERGY_LEFT].index] );
gr_setcolor( 0 );
not_energy = 61 - (energy*61)/100;
if (energy < 100)
for (y=0; y<8; y++) {
x1 = 7 - y;
x2 = 7 - y + not_energy;
if ( y>=0 && y<2 ) if (x2 > LEFT_ENERGY_GAUGE_W - 1) x2 = LEFT_ENERGY_GAUGE_W - 1;
if ( y>=2 && y<6 ) if (x2 > LEFT_ENERGY_GAUGE_W - 2) x2 = LEFT_ENERGY_GAUGE_W - 2;
if ( y>=6 ) if (x2 > LEFT_ENERGY_GAUGE_W - 3) x2 = LEFT_ENERGY_GAUGE_W - 3;
if (x2 > x1) gr_uscanline( x1, x2, y );
}
gr_set_current_canvas( get_current_game_screen() );
gr_ubitmapm( LEFT_ENERGY_GAUGE_X, LEFT_ENERGY_GAUGE_Y, &Canv_LeftEnergyGauge->cv_bitmap );
// Draw right energy bar
gr_set_current_canvas( Canv_RightEnergyGauge );
PIGGY_PAGE_IN(Gauges[GAUGE_ENERGY_RIGHT]);
gr_ubitmapm( 0, 0, &GameBitmaps[Gauges[GAUGE_ENERGY_RIGHT].index] );
if (energy < 100)
for (y=0; y<8; y++) {
x1 = RIGHT_ENERGY_GAUGE_W - 8 + y - not_energy;
x2 = RIGHT_ENERGY_GAUGE_W - 8 + y;
if ( y>=0 && y<2 ) if (x1 < 0) x1 = 0;
if ( y>=2 && y<6 ) if (x1 < 1) x1 = 1;
if ( y>=6 ) if (x1 < 2) x1 = 2;
if (x2 > x1) gr_uscanline( x1, x2, y );
}
gr_set_current_canvas( get_current_game_screen() );
gr_ubitmapm( RIGHT_ENERGY_GAUGE_X, RIGHT_ENERGY_GAUGE_Y, &Canv_RightEnergyGauge->cv_bitmap );
}
void draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
PIGGY_PAGE_IN(Gauges[GAUGE_SHIELDS+9-bm_num] );
gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index] );
}
#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;
grs_bitmap *bm;
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 {
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;
//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;
}
}
gr_set_current_canvas(&VR_render_buffer[0]);
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;
gr_set_current_canvas(get_current_game_screen());
gr_bm_ubitbltm( bm->bm_w, bm->bm_h, x, y, x, y, &VR_render_sub_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)
{
gr_set_current_canvas( Canv_NumericalGauge );
gr_set_curfont( GAME_FONT );
PIGGY_PAGE_IN(Gauges[GAUGE_NUMERICAL]);
gr_ubitmap( 0, 0, &GameBitmaps[Gauges[GAUGE_NUMERICAL].index] );
gr_set_fontcolor(gr_getcolor(14,14,23),-1 );
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);
gr_set_current_canvas( get_current_game_screen() );
gr_ubitmapm( NUMERICAL_GAUGE_X, NUMERICAL_GAUGE_Y, &Canv_NumericalGauge->cv_bitmap );
}
void draw_keys()
{
gr_set_current_canvas( get_current_game_screen() );
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY ) {
PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY]);
gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY].index] );
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_BLUE_KEY_OFF]);
gr_ubitmapm( GAUGE_BLUE_KEY_X, GAUGE_BLUE_KEY_Y, &GameBitmaps[Gauges[GAUGE_BLUE_KEY_OFF].index] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY]);
gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY].index] );
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_GOLD_KEY_OFF]);
gr_ubitmapm( GAUGE_GOLD_KEY_X, GAUGE_GOLD_KEY_Y, &GameBitmaps[Gauges[GAUGE_GOLD_KEY_OFF].index] );
}
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
PIGGY_PAGE_IN( Gauges[GAUGE_RED_KEY] );
gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY].index] );
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_RED_KEY_OFF]);
gr_ubitmapm( GAUGE_RED_KEY_X, GAUGE_RED_KEY_Y, &GameBitmaps[Gauges[GAUGE_RED_KEY_OFF].index] );
}
}
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(box->left,box->top,box->right,box->bot);
bm=&GameBitmaps[Weapon_info[info_index].picture.index];
Assert(bm != NULL);
PIGGY_PAGE_IN( Weapon_info[info_index].picture );
gr_ubitmapm(pic_x,pic_y,bm);
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+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+8, temp_str);
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) {
strcpy(temp_str, TXT_QUAD);
gr_printf(text_x,text_y+16, temp_str);
}
}
}
draw_weapon_info(int weapon_type,int weapon_num)
{
#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);
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);
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);
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);
}
draw_ammo_info(int x,int y,int ammo_count,int primary)
{
int w;
if (primary)
w = (grd_curcanv->cv_font->ft_w*6)/2;
else
w = (grd_curcanv->cv_font->ft_w*5)/2;
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 );
gr_printf(x,y,"%03d",ammo_count);
}
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);
}
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;
gr_set_current_canvas(&VR_render_buffer[0]);
gr_set_curfont( GAME_FONT );
if (weapon_num != old_weapon[weapon_type] && 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] == -1) {
draw_weapon_info(weapon_type,weapon_num);
old_weapon[weapon_type] = weapon_num;
old_ammo_count[weapon_type]=-1;
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]);
old_ammo_count[weapon_type]=-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] = 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;
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;
}
}
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(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;
}
gr_set_current_canvas(get_current_game_screen());
return drew_flag;
}
draw_weapon_boxes()
{
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0;
int drew;
drew = draw_weapon_box(0,Primary_weapon);
if (drew) copy_gauge_box(&gauge_boxes[boxofs+0],&VR_render_buffer[0].cv_bitmap);
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];
}
}
if (!hostage_is_vclip_playing()) {
drew = draw_weapon_box(1,Secondary_weapon);
if (drew) 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]) {
#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];
}
}
}
sb_draw_energy_bar(energy)
{
int erase_height;
gr_set_current_canvas( Canv_SBEnergyGauge );
PIGGY_PAGE_IN(Gauges[SB_GAUGE_ENERGY]);
gr_ubitmapm( 0, 0, &GameBitmaps[Gauges[SB_GAUGE_ENERGY].index] );
erase_height = (100 - energy) * SB_ENERGY_GAUGE_H / 100;
if (erase_height > 0) {
gr_setcolor( 0 );
gr_rect(0,0,SB_ENERGY_GAUGE_W-1,erase_height-1);
}
gr_set_current_canvas( get_current_game_screen() );
gr_ubitmapm( SB_ENERGY_GAUGE_X, SB_ENERGY_GAUGE_Y, &Canv_SBEnergyGauge->cv_bitmap );
//draw numbers
gr_set_fontcolor(gr_getcolor(25,18,6),-1 );
gr_printf((energy>99)?SB_ENERGY_NUM_X:((energy>9)?SB_ENERGY_NUM_X+2:SB_ENERGY_NUM_X+4),SB_ENERGY_NUM_Y,"%d",energy);
}
sb_draw_shield_num(int shield)
{
grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode].index];
//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-(VR_render_width-bm->bm_h)));
gr_rect(SB_SHIELD_NUM_X,SB_SHIELD_NUM_Y,SB_SHIELD_NUM_X+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);
}
sb_draw_shield_bar(int shield)
{
int bm_num = shield>=100?9:(shield / 10);
gr_set_current_canvas( get_current_game_screen() );
PIGGY_PAGE_IN( Gauges[GAUGE_SHIELDS+9-bm_num] );
gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_SHIELDS+9-bm_num].index] );
}
sb_draw_keys()
{
grs_bitmap * bm;
int flags = Players[Player_num].flags;
gr_set_current_canvas( get_current_game_screen() );
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]);
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_BLUE_KEY_Y, bm );
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]);
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_GOLD_KEY_Y, bm );
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]);
gr_ubitmapm( SB_GAUGE_KEYS_X, SB_GAUGE_RED_KEY_Y, bm );
}
// 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( get_current_game_screen() );
if (((Players[Player_num].invulnerable_time + INVULNERABLE_TIME_MAX - GameTime) > F1_0*4) || (GameTime & 0x8000)) {
if (Cockpit_mode == CM_STATUS_BAR) {
PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]);
gr_ubitmapm( SB_SHIELD_GAUGE_X, SB_SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index] );
} else {
PIGGY_PAGE_IN(Gauges[GAUGE_INVULNERABLE+invulnerable_frame]);
gr_ubitmapm( SHIELD_GAUGE_X, SHIELD_GAUGE_Y, &GameBitmaps[Gauges[GAUGE_INVULNERABLE+invulnerable_frame].index] );
}
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
draw_hostage_gauge()
{
int drew;
gr_set_current_canvas(Canv_game_offscrn);
drew = do_hostage_effects();
if (drew) {
int boxofs = (Cockpit_mode==CM_STATUS_BAR)?2:0;
gr_set_current_canvas(Canv_game);
copy_gauge_box(&gauge_boxes[boxofs+1],&Canv_game_offscrn->cv_bitmap);
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
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; //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);
if (grd_curcanv->cv_bitmap.bm_w > 200 || force_big_one) {
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[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
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+12;
gr_string (x1, y1, s);
}
#endif
}
#endif
}
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 == 2)
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 = 1; x1 = 43;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
x1 = 31;
#endif
save_y = y = grd_curcanv->cv_h - n_left*(fth+1);
if (Cockpit_mode == CM_FULL_COCKPIT) {
save_y = y -= 6;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
x1 = 33;
else
#endif
x1 = 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 - 53;
else
x0 = grd_curcanv->cv_w - 60;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
x1 = grd_curcanv->cv_w - 27;
else
#endif
x1 = grd_curcanv->cv_w - 15;
y = save_y;
}
if (Show_kill_list == 2)
player_num = i;
else
player_num = player_list[i];
if (Show_kill_list == 1)
{
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 == 2)
strcpy(name, Netgame.team_name[i]);
else
strcpy(name,Players[player_num].callsign);
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 == 2)
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
gr_printf(x1,y,"%3d",Players[player_num].net_kills_total);
y += fth+1;
}
}
//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) { // && 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_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;
}
}
#ifndef RELEASE
if (!(Game_mode&GM_MULTI && Show_kill_list))
show_time();
#endif
if (Cockpit_mode != CM_LETTERBOX && (!Use_player_head_angles))
show_reticle(0);
HUD_render_message_frame();
if (Cockpit_mode!=CM_STATUS_BAR)
hud_show_lives();
if (Game_mode&GM_MULTI && Show_kill_list)
hud_show_kill_list();
}
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 );
gr_printf(0x8000,grd_curcanv->cv_h-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);
#ifdef HOSTAGE_FACES
draw_hostage_gauge();
#endif
if (shields < 0 ) shields = 0;
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) {
if (Newdemo_state==ND_STATE_RECORDING ) {
#ifdef SHAREWARE
newdemo_record_player_energy(energy);
#else
newdemo_record_player_energy(old_energy, energy);
#endif
}
draw_energy_bar(energy);
draw_numerical_display(shields, energy);
old_energy = energy;
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
draw_numerical_display(shields, energy);
draw_invulnerable_ship();
old_shields = shields ^ 1;
} else if (shields != old_shields) { // Draw the shield gauge
if (Newdemo_state==ND_STATE_RECORDING ) {
#ifdef SHAREWARE
newdemo_record_player_shields(shields);
#else
newdemo_record_player_shields(old_shields, shields);
#endif
}
draw_shield_bar(shields);
draw_numerical_display(shields, energy);
old_shields = shields;
}
if (Players[Player_num].flags != old_flags) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_flags(old_flags, Players[Player_num].flags);
draw_keys();
old_flags = Players[Player_num].flags;
}
show_homing_warning();
} else if (Cockpit_mode == CM_STATUS_BAR) {
if (energy != old_energy) {
if (Newdemo_state==ND_STATE_RECORDING ) {
#ifdef SHAREWARE
newdemo_record_player_energy(energy);
#else
newdemo_record_player_energy(old_energy, energy);
#endif
}
sb_draw_energy_bar(energy);
old_energy = energy;
}
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
draw_invulnerable_ship();
old_shields = shields ^ 1;
sb_draw_shield_num(shields);
}
else
if (shields != old_shields) { // Draw the shield gauge
if (Newdemo_state==ND_STATE_RECORDING ) {
#ifdef SHAREWARE
newdemo_record_player_shields(shields);
#else
newdemo_record_player_shields(old_shields, shields);
#endif
}
sb_draw_shield_bar(shields);
old_shields = shields;
sb_draw_shield_num(shields);
}
if (Players[Player_num].flags != old_flags) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_flags(old_flags, Players[Player_num].flags);
sb_draw_keys();
old_flags = Players[Player_num].flags;
}
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
if (Players[Player_num].net_killed_total != old_lives) {
sb_show_lives();
old_lives = Players[Player_num].net_killed_total;
}
}
else
{
if (Players[Player_num].lives != old_lives) {
sb_show_lives();
old_lives = Players[Player_num].lives;
}
}
if ((Game_mode&GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
if (Players[Player_num].net_kills_total != old_score) {
sb_show_score();
old_score = Players[Player_num].net_kills_total;
}
}
else {
if (Players[Player_num].score != old_score) {
sb_show_score();
old_score = Players[Player_num].score;
}
if (score_time)
sb_show_score_added();
}
}
if (cloak != old_cloak || 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,SHIP_GAUGE_X,SHIP_GAUGE_Y);
else
draw_player_ship(cloak,old_cloak,SB_SHIP_GAUGE_X,SB_SHIP_GAUGE_Y);
old_cloak=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] == 0)
old_weapon[0] = -1;
}