/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Radar/Radarorb.cpp $ * $Revision: 1.17 $ * $Date: 2005-10-10 17:21:09 $ * $Author: taylor $ * * C module containg functions to display and manage the "orb" radar mode * * $Log: not supported by cvs2svn $ * Revision 1.16 2005/09/17 19:12:37 phreak * radar bitmap should render the correct color using -orbradar * * Revision 1.15 2005/07/25 03:13:25 Goober5000 * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI * should now be added to all places where it is needed (except the turret code, which I still * have to to review) * --Goober5000 * * Revision 1.14 2005/07/22 10:18:40 Goober5000 * CVS header tweaks * --Goober5000 * * Revision 1.13 2005/07/13 03:35:35 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 1.12 2005/07/07 16:36:58 taylor * various compiler warning fixes (some of these from dizzy) * * Revision 1.11 2005/04/24 12:56:43 taylor * really are too many changes here: * - remove all bitmap section support and fix problems with previous attempt * ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h, * code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp, * code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp, * code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h, * code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h, * code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp * code/render/3ddraw.cpp ) * - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function * - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp * * Revision 1.10 2005/04/05 05:53:23 taylor * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) * * Revision 1.9 2005/03/25 06:57:37 wmcoolmon * Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase) * * Revision 1.8 2005/03/24 23:29:33 taylor * (re)move some uneeded variables to fix compiler warnings * * Revision 1.7 2005/03/21 23:19:55 phreak * Orb correctly displays in 640x480 * * Revision 1.6 2005/03/13 08:33:55 taylor * gotta use MIN/MAX and not min/max now * * Revision 1.5 2005/03/12 06:03:07 phreak * Fixed a bug where the orb would incorrectly render under alternate FOVs. * Updated the functions that scramble the contacts so the blips show up * somewhat near where they should be. * * Revision 1.4 2005/03/02 21:24:46 taylor * more network/inferno goodness for Windows, takes care of a few warnings too * * Revision 1.3 2005/02/04 20:06:07 taylor * merge with Linux/OSX tree - p0204-2 * * Revision 1.2 2004/08/23 07:48:09 Goober5000 * fix0red some warnings * --Goober5000 * * Revision 1.1 2004/08/02 22:42:45 phreak * orb radar rendering style * * * $NoKeywords: $ * */ #include "radar/radarorb.h" #include "graphics/font.h" #include "bmpman/bmpman.h" #include "object/object.h" #include "ship/ship.h" #include "playerman/player.h" #include "weapon/weapon.h" #include "io/timer.h" #include "hud/hud.h" #include "hud/hudconfig.h" #include "ship/subsysdamage.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "network/multi.h" #include "weapon/emp.h" #include "freespace2/freespace.h" #include "localization/localize.h" #include "ship/awacs.h" #include "radar/radarsetup.h" #include "render/3d.h" extern float radx, rady; extern float Radar_dim_range; // range at which we start dimming the radar blips extern int Radar_calc_dim_dist_timer; // timestamp at which we recalc Radar_dim_range extern int Radar_flicker_timer[NUM_FLICKER_TIMERS]; // timestamp used to flicker blips on and off extern int Radar_flicker_on[NUM_FLICKER_TIMERS]; // status of flickering extern rcol Radar_color_rgb[MAX_RADAR_LEVELS][MAX_RADAR_COLORS]; extern color Radar_colors[MAX_RADAR_LEVELS][MAX_RADAR_COLORS]; extern blip Blip_bright_list[MAX_RADAR_COLORS]; // linked list of bright blips extern blip Blip_dim_list[MAX_RADAR_COLORS]; // linked list of dim blips extern blip Blips[MAX_BLIPS]; // blips pool extern int N_blips; // next blip index to take from pool extern float Radar_farthest_dist; extern int Blip_mutate_id; extern int Radar_static_playing; // is static currently playing on the radar? extern int Radar_static_next; // next time to toggle static on radar extern int Radar_avail_prev_frame; // was radar active last frame? extern int Radar_death_timer; // timestamp used to play static on radar extern int Radar_static_looping; // id for looping radar static sound extern hud_frames Radar_gauge; vec3d orb_ring_yz[25]; vec3d orb_ring_xy[25]; vec3d orb_ring_xz[25]; vec3d vec_extents[]= { {1,0,0}, {0,1,0}, {0,0,1}, {-1,0,0}, {0,-1,0}, {0,0,-1} }; static matrix fudge = { { { {1.0f, 0.0f, 0.0f }, {0.0f,1.0f,0.0f}, {0.0f,0.0f,-1.0f} } } }; // forward declarations void draw_radar_blips_orb(int desired_color, int is_dim, int distort=0); void radar_init_orb() { int i,j; float s,c; Radar_gauge.first_frame = bm_load_animation(Current_radar_global->Radar_fname[gr_screen.res], &Radar_gauge.num_frames); if ( Radar_gauge.first_frame < 0 ) { Warning(LOCATION,"Cannot load hud ani: %s\n", Current_radar_global->Radar_fname[gr_screen.res]); } for (i=0; itype) { case OBJ_SHIP: shipp = &Ships[objp->instance]; if ( shipp->flags & SF_ARRIVING_STAGE_1 ) { color = RCOL_WARPING_SHIP; } else if ( ship_is_tagged(objp) ) { color = RCOL_TAGGED; } else if ( Ship_info[shipp->ship_info_index].flags & (SIF_NAVBUOY|SIF_CARGO) ) { color = RCOL_NAVBUOYS; } else { if ( (Player_ship->team == shipp->team) && (Player_ship->team != TEAM_TRAITOR) ) { color = RCOL_FRIENDLY; } else { switch (shipp->team) { case TEAM_FRIENDLY: case TEAM_HOSTILE: case TEAM_TRAITOR: color = RCOL_HOSTILE; break; case TEAM_NEUTRAL: color = RCOL_NEUTRAL; break; case TEAM_UNKNOWN: color = RCOL_UNKNOWN; break; default: color = RCOL_HOSTILE; Int3(); // Bogus team id in shipp->team break; } } } break; case OBJ_WEAPON: if ((Weapons[objp->instance].lssm_stage==2) || (Weapons[objp->instance].lssm_stage==4)) color=RCOL_WARPING_SHIP; else color = RCOL_BOMB; break; case OBJ_JUMP_NODE: color = RCOL_JUMP_NODE; break; default: Error(LOCATION, "Illegal ship type in radar."); break; } return color; } void radar_plot_object_orb( object *objp ) { vec3d pos, tempv; float dist, max_radar_dist; //float rscale, zdist; //int xpos, ypos; int color=0; vec3d world_pos = objp->pos; float awacs_level; // don't process anything here. Somehow, a jumpnode object caused this function // to get entered on server side. if( Game_mode & GM_STANDALONE_SERVER ){ return; } // multiplayer clients ingame joining should skip this function if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){ return; } // get team-wide awacs level for the object if not ship int ship_is_visible = 0; if (objp->type == OBJ_SHIP) { if (Player_ship != NULL) { if (ship_is_visible_by_team(objp, Player_ship)) { ship_is_visible = 1; } } } // only check awacs level if ship is not visible by team awacs_level = 1.5f; if (Player_ship != NULL && !ship_is_visible) { awacs_level = awacs_get_level(objp, Player_ship); } // if the awacs level is unviewable - bail if(awacs_level < 0.0f && !See_all){ return; } // Apply object type filters switch ( objp->type ) { case OBJ_SHIP: // Place to cull ships, such as NavBuoys break; case OBJ_JUMP_NODE: // filter jump nodes here if required break; case OBJ_WEAPON: { // if not a bomb, return if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) { return; } // if bomb is on same team as player, return if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) { return; } //if a local ssm is in subspace, return if (Weapons[objp->instance].lssm_stage==3) return; break; } default: return; // if any other kind of object, don't want to show on radar break; } // end switch // Apply range filter dist = vm_vec_dist(&world_pos, &Player_obj->pos); max_radar_dist = Radar_ranges[HUD_config.rp_dist]; if ( dist > max_radar_dist ){ return; } color = radar_blip_color(objp); // Determine the distance at which we will dim the radar blip if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) { Radar_calc_dim_dist_timer=timestamp(1000); Radar_dim_range = player_farthest_weapon_range(); if ( Radar_dim_range <= 0 ) { Radar_dim_range=1500.0f; } } blip *b; int blip_dim=0; if ( dist > Radar_dim_range ) { blip_dim=1; } if ( N_blips >= MAX_BLIPS ) { // out of blips, don't plot //Gahhh, this is bloody annoying -WMC //Int3(); return; } b = &Blips[N_blips]; b->flags=0; // JAS -- new way of getting the rotated point that doesn't require this to be // in a g3_start_frame/end_frame block. vm_vec_sub(&tempv,&world_pos,&Player_obj->pos); vm_vec_rotate( &pos, &tempv, &Player_obj->orient); vm_vec_normalize(&pos); float scale = dist/Radar_dim_range; if (scale > 1.25f) scale = 1.25f; if (scale < .75f) scale = .75f; b->position=pos; vm_vec_scale(&b->position, scale); // flag the blip as a current target if it is if (OBJ_INDEX(objp) == Player_ai->target_objnum) { b->flags |= BLIP_CURRENT_TARGET; blip_dim = 0; } if ( blip_dim ) { list_append( &Blip_dim_list[color], b ); } else { list_append( &Blip_bright_list[color], b ); } // b->x = xpos; // b->y = ypos; // see if blip should be drawn distorted if (objp->type == OBJ_SHIP) { // ships specifically hidden from sensors if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) { b->flags |= BLIP_DRAW_DISTORTED; } // determine if its AWACS distorted if ( awacs_level < 1.0f ) { // check if it's b->flags |= BLIP_DRAW_DISTORTED; } } // don't distort the sensor blips if the player has primitive sensors and the nebula effect // is not active if (Player_ship->flags2 & SF2_PRIMITIVE_SENSORS) { if (!(The_mission.flags & MISSION_FLAG_FULLNEB)) { b->flags &= ~BLIP_DRAW_DISTORTED; } } N_blips++; } // set N_blips for each color/brightness level to zero void radar_null_nblips_orb() { int i; N_blips=0; for (i=0; iRadar_radius[gr_screen.res][0])/2.0f; rady = i2fl(Current_radar_global->Radar_radius[gr_screen.res][1])/2.0f; int w,h; gr_set_font(FONT1); Small_blip_string[0] = ubyte(SMALL_BLIP_CHAR); Small_blip_string[1] = 0; gr_get_string_size( &w, &h, Small_blip_string ); Small_blip_offset_x = -w/2; Small_blip_offset_y = -h/2; Large_blip_string[0] = ubyte(LARGE_BLIP_CHAR); Large_blip_string[1] = 0; gr_get_string_size( &w, &h, Large_blip_string ); Large_blip_offset_x = -w/2; Large_blip_offset_y = -h/2; } void radar_orb_draw_contact(vec3d *pnt, int rad) { vertex verts[2]; vec3d p; p=*pnt; vm_vec_normalize(&p); g3_rotate_vertex(&verts[0], &p); g3_project_vertex(&verts[0]); g3_rotate_vertex(&verts[1], pnt); g3_project_vertex(&verts[1]); if (rad == Current_radar_global->Radar_blip_radius_target[gr_screen.res]) { g3_draw_sphere(&verts[1],(float)Current_radar_global->Radar_blip_radius_target[gr_screen.res]/100.0f); } else { g3_draw_sphere(&verts[1],(float)Current_radar_global->Radar_blip_radius_target[gr_screen.res]/300.0f); } g3_draw_line(&verts[0],&verts[1]); } void radar_draw_circle_orb( int x, int y, int rad ) { Int3(); if ( rad == Current_radar_global->Radar_blip_radius_target[gr_screen.res] ) { gr_string( Large_blip_offset_x+x, Large_blip_offset_y+y, Large_blip_string ); } else { // rad = RADAR_BLIP_RADIUS_NORMAL; gr_string( Small_blip_offset_x+x, Small_blip_offset_y+y, Small_blip_string ); } } // radar is damaged, so make blips dance around void radar_blip_draw_distorted_orb(blip *b) { float scale; float dist=vm_vec_normalize(&b->position); vec3d out; float distortion_angle=20; // maybe alter the effect if EMP is active if(emp_active_local()){ scale = emp_current_intensity(); distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, scale); dist *= frand_range(MAX(0.75f, 0.75f*scale), MIN(1.25f, 1.25f*scale)); if (dist > 1.25f) dist = 1.25f; if (dist < 0.75f) dist = 0.75f; } vm_vec_random_cone(&out,&b->position,distortion_angle); vm_vec_scale(&out,dist); radar_orb_draw_contact(&out,b->rad); } // blip is for a target immune to sensors, so cause to flicker in/out with mild distortion void radar_blip_draw_flicker_orb(blip *b) { int flicker_index; float dist=vm_vec_normalize(&b->position); vec3d out; float distortion_angle=20; if ( (b-Blips) & 1 ) { flicker_index=0; } else { flicker_index=1; } if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) { Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000); Radar_flicker_on[flicker_index] ^= 1; } if ( !Radar_flicker_on[flicker_index] ) { return; } if ( rand() & 1 ) { distortion_angle *= frand_range(-2.0f,2.0f)*frand_range(0.0f, 10.0f); dist *= frand_range(0.75f, 1.25f); if (dist > 1.25f) dist = 1.25f; if (dist < 0.75f) dist = 0.75f; } vm_vec_random_cone(&out,&b->position,distortion_angle); vm_vec_scale(&out,dist); radar_orb_draw_contact(&out,b->rad); } // Draw all the active radar blips void draw_radar_blips_orb(int rcol, int is_dim, int distort) { blip *b=NULL; blip *blip_head=NULL; // Need to set font. gr_set_font(FONT1); if ( is_dim ) { blip_head = &Blip_dim_list[rcol]; } else { blip_head = &Blip_bright_list[rcol]; } for ( b = GET_FIRST(blip_head); b !=END_OF_LIST(blip_head); b = GET_NEXT(b) ) { Assert((rcol >= 0) && (rcol < MAX_RADAR_COLORS)); if ( is_dim ) { gr_set_color_fast( &Radar_colors[RADAR_BLIP_DIM][rcol] ); } else { gr_set_color_fast( &Radar_colors[RADAR_BLIP_BRIGHT][rcol] ); } if (b->flags & BLIP_CURRENT_TARGET) { // draw cool blip to indicate current target b->rad = Current_radar_global->Radar_blip_radius_target[gr_screen.res]; } else { b->rad = Current_radar_global->Radar_blip_radius_normal[gr_screen.res]; } if ( distort ) { radar_blip_draw_distorted(b); } else if ( b->flags & BLIP_DRAW_DISTORTED ) { radar_blip_draw_flicker(b); } else{ radar_orb_draw_contact(&b->position, b->rad); //radar_draw_circle( b->x, b->y, b->rad ); } } } // Draw the radar blips // input: distorted => 0 (default) to draw normal, 1 to draw distorted void radar_draw_blips_sorted_orb(int distort) { matrix m; vm_vector_2_matrix(&m,&Player_obj->orient.vec.fvec,NULL,NULL); // g3_start_instance_matrix(&vmd_zero_vector, &m, false); g3_start_instance_matrix(&vmd_zero_vector, &fudge, false); // draw dim blips first draw_radar_blips_orb(RCOL_JUMP_NODE, 1, distort); draw_radar_blips_orb(RCOL_WARPING_SHIP, 1, distort); draw_radar_blips_orb(RCOL_NAVBUOYS, 1, distort); draw_radar_blips_orb(RCOL_FRIENDLY, 1, distort); draw_radar_blips_orb(RCOL_UNKNOWN, 1, distort); draw_radar_blips_orb(RCOL_BOMB, 1, distort); draw_radar_blips_orb(RCOL_NEUTRAL, 1, distort); draw_radar_blips_orb(RCOL_HOSTILE, 1, distort); draw_radar_blips_orb(RCOL_TAGGED, 1, distort); // draw bright blips draw_radar_blips_orb(RCOL_JUMP_NODE, 0, distort); draw_radar_blips_orb(RCOL_WARPING_SHIP, 0, distort); draw_radar_blips_orb(RCOL_NAVBUOYS, 0, distort); draw_radar_blips_orb(RCOL_FRIENDLY, 0, distort); draw_radar_blips_orb(RCOL_UNKNOWN, 0, distort); draw_radar_blips_orb(RCOL_BOMB, 0, distort); draw_radar_blips_orb(RCOL_NEUTRAL, 0, distort); draw_radar_blips_orb(RCOL_HOSTILE, 0, distort); draw_radar_blips_orb(RCOL_TAGGED, 0, distort); //g3_done_instance(false); g3_done_instance(false); } void radar_draw_range_orb() { char buf[32]; // hud_set_bright_color(); hud_set_gauge_color(HUD_RADAR, HUD_C_BRIGHT); switch ( HUD_config.rp_dist ) { case RR_SHORT: gr_printf(Current_radar_global->Radar_dist_coords[gr_screen.res][RR_SHORT][0], Current_radar_global->Radar_dist_coords[gr_screen.res][RR_SHORT][1], XSTR( "2k", 467)); break; case RR_LONG: gr_printf(Current_radar_global->Radar_dist_coords[gr_screen.res][RR_LONG][0], Current_radar_global->Radar_dist_coords[gr_screen.res][RR_LONG][1], XSTR( "10k", 468)); break; case RR_INFINITY: sprintf(buf, NOX("%c"), Lcl_special_chars); gr_printf(Current_radar_global->Radar_dist_coords[gr_screen.res][RR_INFINITY][0], Current_radar_global->Radar_dist_coords[gr_screen.res][RR_INFINITY][1], buf); break; default: Int3(); // can't happen (get Alan if it does) break; } hud_set_default_color(); } extern void hud_save_restore_camera_data(int); extern float View_zoom; void radar_orb_setup_view() { hud_save_restore_camera_data(1); //draw the guide circles static vec3d eye={0,0,-2.25}; g3_end_frame(); int w,h; bm_get_info(Radar_gauge.first_frame,&w, &h, NULL, NULL, NULL); HUD_set_clip(Current_radar_global->Radar_coords[gr_screen.res][0], Current_radar_global->Radar_coords[gr_screen.res][1],w, h); g3_start_frame(1); float old_zoom=View_zoom; View_zoom=.75; g3_set_view_matrix( &eye, &vmd_identity_matrix, View_zoom); View_zoom=old_zoom; } void radar_orb_done_drawing() { g3_done_instance(false); g3_end_frame(); g3_start_frame(0); hud_save_restore_camera_data(0); HUD_reset_clip(); } void radar_orb_draw_outlines() { int i; vertex center; // vertex extents[6]; vertex proj_orb_lines_xy[25]; vertex proj_orb_lines_xz[25]; vertex proj_orb_lines_yz[25]; g3_start_instance_matrix(&vmd_zero_vector, &fudge, false); g3_start_instance_matrix(&vmd_zero_vector, &Player_obj->orient, false); g3_rotate_vertex(¢er, &vmd_zero_vector); g3_rotate_vertex(&proj_orb_lines_xy[0], &orb_ring_xy[0]); g3_rotate_vertex(&proj_orb_lines_yz[0], &orb_ring_yz[0]); g3_rotate_vertex(&proj_orb_lines_xz[0], &orb_ring_xz[0]); g3_project_vertex(¢er); gr_set_color(255,255,255); g3_draw_sphere(¢er, .05f); g3_project_vertex(&proj_orb_lines_xy[0]); g3_project_vertex(&proj_orb_lines_yz[0]); g3_project_vertex(&proj_orb_lines_xz[0]); for (i=1; i < 25; i++) { g3_rotate_vertex(&proj_orb_lines_xy[i], &orb_ring_xy[i]); g3_rotate_vertex(&proj_orb_lines_yz[i], &orb_ring_yz[i]); g3_rotate_vertex(&proj_orb_lines_xz[i], &orb_ring_xz[i]); g3_project_vertex(&proj_orb_lines_xy[i]); g3_project_vertex(&proj_orb_lines_yz[i]); g3_project_vertex(&proj_orb_lines_xz[i]); gr_set_color(192,96,32); g3_draw_sphere(&proj_orb_lines_xy[i-1], .01f); g3_draw_sphere(&proj_orb_lines_xz[i-1], .01f); g3_draw_line(&proj_orb_lines_xy[i-1],&proj_orb_lines_xy[i]); g3_draw_line(&proj_orb_lines_xz[i-1],&proj_orb_lines_xz[i]); gr_set_color(112,16,192); g3_draw_sphere(&proj_orb_lines_yz[i-1], .01f); g3_draw_line(&proj_orb_lines_yz[i-1],&proj_orb_lines_yz[i]); } g3_done_instance(false); } void radar_frame_render_orb(float frametime) { float sensors_str; int ok_to_blit_radar; ok_to_blit_radar = 1; sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS ); if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) { sensors_str = MIN_SENSOR_STR_TO_RADAR-1; } // note that on lowest skill level, there is no radar effects due to sensors damage if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) { Radar_static_playing = 0; Radar_static_next = 0; Radar_death_timer = 0; Radar_avail_prev_frame = 1; } else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) { if ( Radar_avail_prev_frame ) { Radar_death_timer = timestamp(2000); Radar_static_next = 1; } Radar_avail_prev_frame = 0; } else { Radar_death_timer = 0; if ( Radar_static_next == 0 ) Radar_static_next = 1; } if ( timestamp_elapsed(Radar_death_timer) ) { ok_to_blit_radar = 0; } hud_set_gauge_color(HUD_RADAR); radar_blit_gauge(); radar_draw_range(); radar_orb_setup_view(); radar_orb_draw_outlines(); if ( timestamp_elapsed(Radar_static_next) ) { Radar_static_playing ^= 1; Radar_static_next = timestamp_rand(50, 750); } // if the emp effect is active, always draw the radar wackily if(emp_active_local()){ Radar_static_playing = 1; } if ( ok_to_blit_radar ) { if ( Radar_static_playing ) { radar_draw_blips_sorted(1); // passing 1 means to draw distorted if ( Radar_static_looping == -1 ) { Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]); } } else { radar_draw_blips_sorted(0); if ( Radar_static_looping != -1 ) { snd_stop(Radar_static_looping); Radar_static_looping = -1; } } } else { if ( Radar_static_looping != -1 ) { snd_stop(Radar_static_looping); Radar_static_looping = -1; } } radar_orb_done_drawing(); } void radar_blit_gauge_orb() { SPECMAP = -1; GLOWMAP = -1; gr_set_bitmap(Radar_gauge.first_frame+1); gr_aabitmap( Current_radar_global->Radar_coords[gr_screen.res][0], Current_radar_global->Radar_coords[gr_screen.res][1] ); } void radar_page_in_orb() { bm_page_in_aabitmap( Radar_gauge.first_frame, Radar_gauge.num_frames ); }