Files
fs2open.github.com/code/hud/hudreticle.cpp
T

879 lines
24 KiB
C++

/*
* 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/Hud/HUDreticle.cpp $
* $Revision: 2.7 $
* $Date: 2005-01-16 22:39:09 $
* $Author: wmcoolmon $
*
* C module to draw and manage the recticle
*
* $Log: not supported by cvs2svn $
* Revision 2.6 2004/07/26 20:47:32 Kazan
* remove MCD complete
*
* Revision 2.5 2004/07/12 16:32:49 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.4 2004/03/28 17:49:54 taylor
* runtime language selection, mantis:0000133
*
* Revision 2.3 2004/03/05 09:02:03 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2004/02/14 00:18:32 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.1 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:23 penguin
* Warpcore CVS sync
*
* Revision 1.3 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:08 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 14 10/27/99 10:04p Jefff
* changed german match speed indicator
*
* 13 10/14/99 2:50p Jefff
* localization fixes
*
* 12 8/28/99 4:54p Dave
* Fixed directives display for multiplayer clients for wings with
* multiple waves. Fixed hud threat indicator rendering color.
*
* 11 8/09/99 3:14p Dave
* Make "launch" warning gauge draw in code.
*
* 10 6/10/99 3:43p Dave
* Do a better job of syncing text colors to HUD gauges.
*
* 9 6/08/99 10:48a Jasenw
* new coords for new HUD stuff
*
* 8 6/03/99 2:31p Jasenw
* changed coords and removed weapon indicators.
*
* 7 1/07/99 2:21p Jasen
* fixed toparc
*
* 6 1/07/99 9:07a Jasen
* HUD coords
*
* 5 12/28/98 3:17p Dave
* Support for multiple hud bitmap filenames for hi-res mode.
*
* 4 12/21/98 5:02p Dave
* Modified all hud elements to be multi-resolution friendly.
*
* 3 11/05/98 4:18p Dave
* First run nebula support. Beefed up localization a bit. Removed all
* conditional compiles for foreign versions. Modified mission file
* format.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 69 8/28/98 3:28p Dave
* EMP effect done. AI effects may need some tweaking as required.
*
* 68 8/25/98 1:48p Dave
* First rev of EMP effect. Player side stuff basically done. Next comes
* AI code.
*
* 67 6/12/98 4:52p Hoffoss
* Added support for special characters in in forgeign languages.
*
* 66 6/09/98 5:17p Lawrance
* French/German localization
*
* 65 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 64 5/21/98 7:18p Lawrance
* Don't flash 'launch' for attempted lock
*
* 63 5/13/98 1:53p Lawrance
* If no secondary banks on a ship, show correct reticle gauge
*
* 62 5/06/98 8:05p Dave
* Made standalone reset properly under weird conditions. Tweak
* optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
* countdown anim. Minro ui fixes/tweaks.
*
* 61 5/05/98 5:51p Lawrance
* Draw HUD center crosshair with bright alpha index
*
* 60 5/04/98 6:12p Lawrance
* fix progblems with weapon gauges in situation when weapons are on ship
*
* 59 5/01/98 4:22p Lawrance
* Use ship->weapons instead of sip when displaying weapon linking gauge
*
* 58 4/13/98 11:19a Lawrance
* fix launch threat indicator
*
* 57 4/08/98 10:34p Allender
* make threat indicators work in multiplayer. Fix socket problem (once
* and for all???)
*
* 56 3/26/98 5:26p John
* added new paging code. nonfunctional.
*
* 55 2/23/98 6:49p Lawrance
* Use gr_aabitmap_ex() instead of clipping regions
*
* 54 2/22/98 4:17p John
* More string externalization classification... 190 left to go!
*
* 53 2/22/98 12:19p John
* Externalized some strings
*
* 52 2/12/98 4:58p Lawrance
* Change to new flashing method.
*
* 51 2/09/98 9:07p Lawrance
* Ensure 'evaded' popup has precedence over 'launch' popup
*
* 50 1/25/98 10:31p Lawrance
* Don't draw most hud gauges when viewing from another ship.
*
* 49 1/19/98 11:37p Lawrance
* Fixing Optimization build warnings
*
* 48 1/14/98 10:21a Lawrance
* Draw reticle correctly when gauges are disabled.
*
* 47 1/08/98 3:20p Johnson
* ALAN: Ensure entire throttle gauge flashes
*
* 46 1/05/98 9:38p Lawrance
* Implement flashing HUD gauges.
*
* 45 1/02/98 9:10p Lawrance
* Big changes to how colors get set on the HUD.
*
* 44 12/16/97 9:13p Lawrance
* Integrate new gauges into HUD config.
*
* 43 12/10/97 10:02p Lawrance
* Change weapon linking to use flags.
*
* 42 12/08/97 1:49p Lawrance
* only play threat lock sound when a lock is being attempted
*
* 41 11/17/97 6:37p Lawrance
* new gauges: extended target view, new lock triangles, support ship view
*
* 40 11/11/97 10:25p Lawrance
* add sound hook for when missile threat flashes
*
* 39 11/11/97 5:05p Lawrance
* get threat indicator working more reliably
*
* 38 11/05/97 11:20p Lawrance
* add speed numbers to the reticle
*
* 37 11/04/97 7:49p Lawrance
* integrating new HUD reticle and shield icons
*
* 36 11/03/97 5:38p Dave
* Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type.
* Restructured HUD_config structs/flags.
*
* $NoKeywords: $
*
*/
#include "hud/hudreticle.h"
#include "hud/hud.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "io/timer.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudtargetbox.h"
#include "weapon/emp.h"
#include "localization/localize.h"
#ifndef NO_NETWORK
#include "network/multi.h"
#endif
static int Reticle_inited = 0;
#define NUM_RETICLE_ANIS 6 // keep up to date when modifying the number of reticle ani files
#define RETICLE_TOP_ARC 0
#define RETICLE_LASER_WARN 1
#define RETICLE_LOCK_WARN 2
#define RETICLE_LEFT_ARC 3
#define RETICLE_RIGHT_ARC 4
//#define RETICLE_ONE_PRIMARY 5
//#define RETICLE_TWO_PRIMARY 6
//#define RETICLE_ONE_SECONDARY 7
//#define RETICLE_TWO_SECONDARY 8
//#define RETICLE_THREE_SECONDARY 9
// #define RETICLE_LAUNCH_LABEL 5
#define RETICLE_CENTER 5
int Hud_throttle_frame_h[GR_NUM_RESOLUTIONS] = {
85,
136
};
int Hud_throttle_frame_w[GR_NUM_RESOLUTIONS] = {
49,
78
};
int Hud_throttle_frame_bottom_y[GR_NUM_RESOLUTIONS] = {
325,
520
};
int Hud_throttle_h[GR_NUM_RESOLUTIONS] = {
50,
80
};
int Hud_throttle_bottom_y[GR_NUM_RESOLUTIONS] = {
307,
491
};
int Hud_throttle_aburn_h[GR_NUM_RESOLUTIONS] = {
17,
27
};
int Hud_throttle_aburn_button[GR_NUM_RESOLUTIONS] = {
259,
414
};
int Outer_circle_radius[GR_NUM_RESOLUTIONS] = {
104,
166
};
int Hud_reticle_center[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
320, 242
},
{ // GR_1024
512, 385
}
};
char Reticle_frame_names[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][MAX_FILENAME_LEN] =
{
//XSTR:OFF
{ // GR_640
"toparc1",
"toparc2",
"toparc3",
"leftarc",
"rightarc1",
/* "rightarc2",
"rightarc3",
"rightarc4",
"rightarc5",
"rightarc6",
"toparc4", */
"reticle1",
},
{ // GR_1024
"2_toparc1",
"2_toparc2",
"2_toparc3",
"2_leftarc",
"2_rightarc1",
/* "2_rightarc2",
"2_rightarc3",
"2_rightarc4",
"2_rightarc5",
"2_rightarc6",
"2_toparc4", */
"2_reticle1",
}
//XSTR:ON
};
// reticle frame coords
int Reticle_frame_coords[GR_NUM_RESOLUTIONS][NUM_RETICLE_ANIS][2] = {
{ // GR_640
{241, 137},
{400, 245},
{394, 261},
{216, 168},
{359, 168},
// {406, 253},
// {406, 253},
// {391, 276},
// {391, 276},
// {391, 276},
// {297, 161},
{308, 235}
},
{ // GR_1024
{386, 219},
{640, 393},
{631, 419},
{346, 269},
{574, 269},
// {649, 401},
// {649, 401},
// {625, 438},
// {625, 438},
// {625, 438},
// {475, 258},
{493, 370}
}
};
// "launch" gauge coords
int Reticle_launch_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
297, 161
},
{ // GR_1024
475, 258
}
};
hud_frames Reticle_gauges[NUM_RETICLE_ANIS];
#define THREAT_DUMBFIRE (1<<0)
#define THREAT_ATTEMPT_LOCK (1<<1)
#define THREAT_LOCK (1<<2)
#define THREAT_UPDATE_DUMBFIRE_TIME 1000 // time between checking for dumbfire threats
#define THREAT_UPDATE_LOCK_TIME 500 // time between checking for lock threats
#define THREAT_DUMBFIRE_FLASH 180
#define THREAT_LOCK_FLASH 180
static int Threat_dumbfire_timer; // timestamp for when to show next flashing frame for dumbfire threat
static int Threat_lock_timer; // timestamp for when to show next flashing frame for lock threat
static int Threat_dumbfire_frame; // frame offset of current dumbfire flashing warning
static int Threat_lock_frame; // frame offset of current lock flashing warning
// coordinates
static int Max_speed_coords[GR_NUM_RESOLUTIONS][2] =
{
{ // GR_640
236, 254
},
{ // GR_1024
377, 406
}
};
static int Zero_speed_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
252, 303
},
{ // GR_1024
403, 485
}
};
// Called at the start of each level.. use Reticle_inited so we only load frames once
void hud_init_reticle()
{
int i;
hud_frames *hfp;
Threat_dumbfire_timer = timestamp(0);
Threat_lock_timer = timestamp(0);
Threat_dumbfire_frame = 1;
Threat_lock_frame = 1;
Player->threat_flags = 0;
Player->update_dumbfire_time = timestamp(0);
Player->update_lock_time = timestamp(0);
if ( Reticle_inited ) {
return;
}
for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
hfp = &Reticle_gauges[i];
hfp->first_frame = bm_load_animation(Reticle_frame_names[gr_screen.res][i], &hfp->num_frames);
if ( hfp->first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", Reticle_frame_names[gr_screen.res][i]);
}
}
Reticle_inited = 1;
}
// called once per frame to update the reticle gauges. Makes calls to
// ship_dumbfire_threat() and ship_lock_threat() and updates Threat_flags.
void hud_update_reticle( player *pp )
{
int rval;
ship *shipp;
#ifndef NO_NETWORK
// multiplayer clients won't call this routine
if ( MULTIPLAYER_CLIENT || MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM]))
return;
#endif
shipp = &Ships[Objects[pp->objnum].instance];
if ( ship_dumbfire_threat(shipp) ) {
pp->threat_flags |= THREAT_DUMBFIRE;
pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
}
if ( timestamp_elapsed(pp->update_dumbfire_time) ) {
pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME);
pp->threat_flags &= ~THREAT_DUMBFIRE;
}
if ( timestamp_elapsed(pp->update_lock_time) ) {
pp->threat_flags &= ~(THREAT_LOCK | THREAT_ATTEMPT_LOCK);
pp->update_lock_time = timestamp(THREAT_UPDATE_LOCK_TIME);
rval = ship_lock_threat(shipp);
if ( rval == 1 ) {
pp->threat_flags |= THREAT_ATTEMPT_LOCK;
} else if ( rval == 2 ) {
pp->threat_flags |= THREAT_LOCK;
}
}
}
// draw left arc (the dark portion of the throttle gauge)
void hud_render_throttle_background(int y_end)
{
int x,y,w,h;
hud_set_gauge_color(HUD_THROTTLE_GAUGE);
x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
if ( y_end > y ) {
GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1, x, y, w, y_end-y+1, 0, 0);
}
}
// draw left arc (the bright portion of the throttle gauge)
void hud_render_throttle_foreground(int y_end)
{
int x,y,w,h;
hud_set_gauge_color(HUD_THROTTLE_GAUGE);
x = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0];
y = Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1];
bm_get_info( Reticle_gauges[RETICLE_LEFT_ARC].first_frame+1,&w,&h);
if ( y_end < Hud_throttle_frame_bottom_y[gr_screen.res] ) {
GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+2, x, y_end, w, h-(y_end-y), 0, y_end-y);
}
}
// Draw the throttle speed number
void hud_render_throttle_speed(float current_speed, int y_end)
{
char buf[32];
int sx, sy, x_pos, y_pos, w, h;
hud_set_gauge_color(HUD_THROTTLE_GAUGE);
// y_end is the y-coordinate of the current throttle setting, calc x-coordinate for edge of
// circle (x^2 + y^2 = r^2)
y_pos = Hud_reticle_center[gr_screen.res][1] - y_end;
x_pos = (int)sqrt(double(Outer_circle_radius[gr_screen.res] * Outer_circle_radius[gr_screen.res] - y_pos * y_pos) );
x_pos = Hud_reticle_center[gr_screen.res][0] - x_pos;
// draw current speed at (x_pos, y_end);
sprintf(buf, "%d", fl2i(current_speed+0.5f));
hud_num_make_mono(buf);
gr_get_string_size(&w, &h, buf);
sx = x_pos - w - 2;
sy = fl2i(y_end - h/2.0f + 1.5);
gr_printf(sx, sy, buf);
if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET ) {
int offset;
if ( current_speed <= 9.5 ) {
offset = 0;
} else {
offset = 3;
}
if (Lcl_gr) {
// print an m, cuz the voice says its an m.
// its a normal m cuz the german font has no special m (its an a)
gr_string(sx+offset, sy + h, "m");
} else {
gr_printf(sx+offset, sy + h, "%c", Lcl_special_chars + 3);
}
}
}
// draw the "desired speed" bar on the throttle
void hud_render_throttle_line(int y)
{
// hud_set_bright_color();
hud_set_gauge_color(HUD_THROTTLE_GAUGE, HUD_C_BRIGHT);
GR_AABITMAP_EX(Reticle_gauges[RETICLE_LEFT_ARC].first_frame+3, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], y, Hud_throttle_frame_w[gr_screen.res], 1, 0, y-Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
}
// Draw the throttle gauge along the left arc of the reticle
void hud_show_throttle()
{
float desired_speed, max_speed, current_speed, percent_max, percent_aburn_max;
int desired_y_pos, y_end;
ship_info *sip;
sip = &Ship_info[Player_ship->ship_info_index];
current_speed = Player_obj->phys_info.fspeed;
if ( current_speed < 0.0f){
current_speed = 0.0f;
}
max_speed = Ships[Player_obj->instance].current_max_speed;
if ( max_speed <= 0 ) {
max_speed = sip->max_vel.xyz.z;
}
desired_speed = Player->ci.forward * max_speed;
if ( desired_speed < 0.0f ){ // so ships that go backwards don't force the indicators below where they can go
desired_speed = 0.0f;
}
desired_y_pos = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*desired_speed/max_speed+0.5f) - 1;
Assert(max_speed != 0);
percent_max = current_speed / max_speed;
percent_aburn_max = 0.0f;
if ( percent_max > 1 ) {
percent_max = 1.0f;
percent_aburn_max = (current_speed - max_speed) / (sip->afterburner_max_vel.xyz.z - max_speed);
if ( percent_aburn_max > 1.0f ) {
percent_aburn_max = 1.0f;
}
if ( percent_aburn_max < 0 ) {
percent_aburn_max = 0.0f;
}
}
y_end = Hud_throttle_bottom_y[gr_screen.res] - fl2i(Hud_throttle_h[gr_screen.res]*percent_max+0.5f);
if ( percent_aburn_max > 0 ) {
y_end -= fl2i(percent_aburn_max * Hud_throttle_aburn_h[gr_screen.res] + 0.5f);
}
if ( Player_obj->phys_info.flags & PF_AFTERBURNER_ON ) {
desired_y_pos = 240;
}
// draw left arc (the dark portion of the throttle gauge)
// hud_render_throttle_background(y_end);
// draw throttle speed number
hud_render_throttle_speed(current_speed, y_end);
// draw the "desired speed" bar on the throttle
hud_render_throttle_line(desired_y_pos);
// draw left arc (the bright portion of the throttle gauge)
hud_render_throttle_foreground(y_end);
gr_printf(Max_speed_coords[gr_screen.res][0], Max_speed_coords[gr_screen.res][1], "%d",fl2i(max_speed));
gr_printf(Zero_speed_coords[gr_screen.res][0], Zero_speed_coords[gr_screen.res][1], XSTR( "0", 292));
}
/*
// Draw the primary and secondary weapon indicators along the right arc of the reticle
void hud_show_reticle_weapons()
{
int gauge_index=0, frame_offset=0;
ship_weapon *swp;
swp = &Player_ship->weapons;
switch( swp->num_primary_banks ) {
case 0:
gauge_index = -1;
break;
case 1:
gauge_index = RETICLE_ONE_PRIMARY;
if ( Player_ship->weapons.current_primary_bank == -1 ) {
frame_offset = 0;
} else {
frame_offset = 1;
}
break;
case 2:
gauge_index = RETICLE_TWO_PRIMARY;
if ( swp->current_primary_bank == -1 ) {
frame_offset = 0;
} else {
if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
frame_offset = 3;
} else {
if ( swp->current_primary_bank == 0 ) {
frame_offset = 1;
} else {
frame_offset = 2;
}
}
}
break;
default:
Int3(); // shouldn't happen (get Alan if it does)
return;
break;
}
if ( gauge_index != -1 ) {
GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
}
int num_banks = swp->num_secondary_banks;
if ( num_banks <= 0 ) {
num_banks = Ship_info[Player_ship->ship_info_index].num_secondary_banks;
}
switch( num_banks ) {
case 0:
Int3();
gauge_index = -1;
break;
case 1:
gauge_index = RETICLE_ONE_SECONDARY;
break;
case 2:
gauge_index = RETICLE_TWO_SECONDARY;
break;
case 3:
gauge_index = RETICLE_THREE_SECONDARY;
break;
default:
Int3(); // shouldn't happen (get Alan if it does)
return;
break;
}
if ( gauge_index != -1 ) {
if ( swp->num_secondary_banks <= 0 ) {
frame_offset = 0;
} else {
frame_offset = swp->current_secondary_bank+1;
}
GR_AABITMAP(Reticle_gauges[gauge_index].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][gauge_index][0], Reticle_frame_coords[gr_screen.res][gauge_index][1]);
}
}
*/
// Draw the lock threat gauge on the HUD. Use Threat_flags to determine if a
// threat exists, and draw flashing frames.
void hud_show_lock_threat()
{
int frame_offset;
if ( Player->threat_flags & (THREAT_LOCK | THREAT_ATTEMPT_LOCK) ) {
if ( timestamp_elapsed(Threat_lock_timer) ) {
if ( Player->threat_flags & THREAT_LOCK ) {
Threat_lock_timer = timestamp(fl2i(THREAT_LOCK_FLASH/2.0f));
} else {
Threat_lock_timer = timestamp(THREAT_LOCK_FLASH);
}
Threat_lock_frame++;
if ( Threat_lock_frame > 2 ) {
Threat_lock_frame = 1;
}
if ( (Threat_lock_frame == 2) && (Player->threat_flags & THREAT_ATTEMPT_LOCK ) ) {
snd_play( &Snds[SND_THREAT_FLASH]);
}
}
frame_offset = Threat_lock_frame;
} else {
frame_offset = 0;
}
hud_set_gauge_color(HUD_THREAT_GAUGE);
GR_AABITMAP(Reticle_gauges[RETICLE_LOCK_WARN].first_frame+frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LOCK_WARN][1]);
// "launch" flash
if ( (frame_offset > 0) && (Player->threat_flags & THREAT_LOCK) ) {
if ( hud_targetbox_flash_expired(TBOX_FLASH_CMEASURE) ) {
// hack
int bright;
if(frame_offset % 2){
bright = 1;
} else {
bright = 0;
}
// GR_AABITMAP(Reticle_gauges[RETICLE_LAUNCH_LABEL].first_frame+frame_offset%2, Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][0], Reticle_frame_coords[gr_screen.res][RETICLE_LAUNCH_LABEL][1]);
// use hud text flash gauge code
hud_show_text_flash_icon(XSTR("Launch", 1507), Reticle_launch_coords[gr_screen.res][1], bright);
}
}
}
// Draw the dumbfire threat gauge on the HUD. Use Threat_flags to determine if a
// threat exists, and draw flashing frames.
void hud_show_dumbfire_threat()
{
int frame_offset;
if ( Player->threat_flags & THREAT_DUMBFIRE ) {
if ( timestamp_elapsed(Threat_dumbfire_timer) ) {
Threat_dumbfire_timer = timestamp(THREAT_DUMBFIRE_FLASH);
Threat_dumbfire_frame++;
if ( Threat_dumbfire_frame > 2 ) {
Threat_dumbfire_frame = 1;
}
}
frame_offset = Threat_dumbfire_frame;
} else {
frame_offset = 0;
}
hud_set_gauge_color(HUD_THREAT_GAUGE);
GR_AABITMAP(Reticle_gauges[RETICLE_LASER_WARN].first_frame + frame_offset, Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][0], Reticle_frame_coords[gr_screen.res][RETICLE_LASER_WARN][1]);
}
// Draw the center of the reticle
void hud_show_center_reticle()
{
Assert(Reticle_gauges[RETICLE_CENTER].first_frame != -1 );
// hud_set_default_color();
// hud_set_bright_color();
hud_set_gauge_color(HUD_CENTER_RETICLE, HUD_C_BRIGHT);
GR_AABITMAP(Reticle_gauges[RETICLE_CENTER].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][0], Reticle_frame_coords[gr_screen.res][RETICLE_CENTER][1]);
}
// Draw top portion of reticle
void hud_show_top_arc()
{
hud_set_gauge_color(HUD_CENTER_RETICLE);
// hud_set_default_color();
if ( hud_gauge_active(HUD_THREAT_GAUGE) ) {
// draw top arc
GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
// draw dumbfire threat
hud_show_dumbfire_threat();
// draw lock threat
hud_show_lock_threat();
} else {
// draw top arc without any holes
GR_AABITMAP(Reticle_gauges[RETICLE_TOP_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_TOP_ARC][1]);
}
}
// Draw right portion of reticle
void hud_show_right_arc()
{
hud_set_gauge_color(HUD_CENTER_RETICLE);
GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
// draw the weapons indicators in the holes along the right arc
/*
if ( hud_gauge_active(HUD_WEAPON_LINKING_GAUGE) ) {
// draw right arc with holes in it
GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame+1, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
// the following line was removed by Jasen to get rid of "undeclared identifier"
// hehe - DB
// hud_show_reticle_weapons();
} else {
// draw right arc without any holes
GR_AABITMAP(Reticle_gauges[RETICLE_RIGHT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_RIGHT_ARC][1]);
}
*/
}
// Draw the left portion of the reticle
void hud_show_left_arc()
{
// draw left arc (the dark portion of the throttle gauge)
hud_set_gauge_color(HUD_CENTER_RETICLE);
GR_AABITMAP(Reticle_gauges[RETICLE_LEFT_ARC].first_frame, Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][0], Reticle_frame_coords[gr_screen.res][RETICLE_LEFT_ARC][1]);
// draw the throttle
if ( hud_gauge_active(HUD_THROTTLE_GAUGE) ) {
hud_set_gauge_color(HUD_THROTTLE_GAUGE);
hud_show_throttle();
}
}
// called once per frame from HUD_render_2d() to draw the reticle gauges
void hud_show_reticle()
{
if ( !(Viewer_mode & VM_OTHER_SHIP) ) {
hud_show_top_arc();
hud_show_right_arc();
hud_show_left_arc();
}
// draw the center of the reticle
if ( hud_gauge_active(HUD_CENTER_RETICLE) && !(Viewer_mode & VM_TOPDOWN)) {
hud_show_center_reticle();
}
}
void hudreticle_page_in()
{
hud_frames *hfp;
int i;
for ( i = 0; i < NUM_RETICLE_ANIS; i++ ) {
hfp = &Reticle_gauges[i];
bm_page_in_aabitmap( hfp->first_frame, hfp->num_frames);
}
}