// Draw the miniature shield icon that is drawn near the reticle void hud_shield_show_mini(object* objp, int x_force, int y_force, int x_hull_offset, int y_hull_offset) { float max_shield; int hud_color_index, range, frame_offset; int sx, sy, i; shield_hit_info* shi; shi = &Shield_hit_data[SHIELD_HIT_TARGET]; if (objp->type != OBJ_SHIP) { return; } hud_set_gauge_color(HUD_TARGET_MINI_ICON); if (!Shield_mini_loaded) { hud_shield_mini_load(); } sx = (x_force == -1) ? current_hud->Shield_mini_coords[0] + fl2i(HUD_offset_x) : x_force; sy = (y_force == -1) ? current_hud->Shield_mini_coords[1] + fl2i(HUD_offset_y) : y_force; // draw the ship first hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, HULL_HIT_OFFSET); hud_show_mini_ship_integrity(objp, x_force + x_hull_offset, y_force + y_hull_offset); // draw the four quadrants // Draw shield quadrants at one of NUM_SHIELD_LEVELS max_shield = get_max_shield_quad(objp); for (i = 0; i < MAX_SHIELD_SECTIONS; i++) { if (objp->flags & OF_NO_SHIELDS) { break; } if (objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f) { continue; } if (hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, i)) { frame_offset = i + MAX_SHIELD_SECTIONS; } else { frame_offset = i; } range = HUD_color_alpha; hud_color_index = fl2i((objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range + 0.5); Assert(hud_color_index >= 0 && hud_color_index <= range); if (hud_color_index < 0) { hud_color_index = 0; } if (hud_color_index >= HUD_NUM_COLOR_LEVELS) { hud_color_index = HUD_NUM_COLOR_LEVELS - 1; } if (hud_gauge_maybe_flash(HUD_TARGET_MINI_ICON) == 1) { // hud_set_bright_color(); hud_set_gauge_color(HUD_TARGET_MINI_ICON, HUD_C_BRIGHT); } else { // gr_set_color_fast(&HUD_color_defaults[hud_color_index]); hud_set_gauge_color(HUD_TARGET_MINI_ICON, hud_color_index); } hud_aabitmap(Shield_mini_gauge.first_frame + frame_offset, sx + HUD_nose_x, sy + HUD_nose_y); } // hud_set_default_color(); }
// Draw the miniature shield icon that is drawn near the reticle // this function is only used by multi_ingame_join_display_ship() in multi_ingame.cpp as of the new HudGauge implementation (Swifty) void hud_shield_show_mini(object *objp, int x_force, int y_force, int x_hull_offset, int y_hull_offset) { float max_shield; int hud_color_index, range, frame_offset; int sx, sy, i; if ( objp->type != OBJ_SHIP ) { return; } hud_set_gauge_color(HUD_TARGET_MINI_ICON); if (!Shield_mini_loaded) return; sx = (x_force == -1) ? Shield_mini_coords[gr_screen.res][0]+fl2i(HUD_offset_x) : x_force; sy = (y_force == -1) ? Shield_mini_coords[gr_screen.res][1]+fl2i(HUD_offset_y) : y_force; // draw the ship first hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, Shield_hit_data[SHIELD_HIT_TARGET].hull_hit_index); hud_show_mini_ship_integrity(objp, x_force + x_hull_offset,y_force + y_hull_offset); // draw the four quadrants // Draw shield quadrants at one of NUM_SHIELD_LEVELS max_shield = get_max_shield_quad(objp); for ( i = 0; i < objp->n_quadrants; i++ ) { if ( objp->flags[Object::Object_Flags::No_shields] || i >= DEFAULT_SHIELD_SECTIONS) { break; } if (objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f ) { continue; } if ( hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, i) ) { frame_offset = i+objp->n_quadrants; } else { frame_offset = i; } range = HUD_color_alpha; hud_color_index = fl2i( (objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range + 0.5); Assert(hud_color_index >= 0 && hud_color_index <= range); if ( hud_color_index < 0 ) { hud_color_index = 0; } if ( hud_color_index >= HUD_NUM_COLOR_LEVELS ) { hud_color_index = HUD_NUM_COLOR_LEVELS - 1; } if ( hud_gauge_maybe_flash(HUD_TARGET_MINI_ICON) == 1) { // hud_set_bright_color(); hud_set_gauge_color(HUD_TARGET_MINI_ICON, HUD_C_BRIGHT); } else { // gr_set_color_fast(&HUD_color_defaults[hud_color_index]); hud_set_gauge_color(HUD_TARGET_MINI_ICON, hud_color_index); } GR_AABITMAP(Shield_mini_gauge.first_frame + frame_offset, sx + HUD_nose_x, sy + HUD_nose_y); } // hud_set_default_color(); }
// Draw the miniature shield icon that is drawn near the reticle void hud_shield_show_mini(object *objp, int x_force, int y_force, int x_hull_offset, int y_hull_offset) { float max_shield; int hud_color_index, range, frame_offset; int sx, sy, i; ship *sp; ship_info *sip; shield_hit_info *shi; shi = &Shield_hit_data[SHIELD_HIT_TARGET]; if ( objp->type != OBJ_SHIP ) { return; } sp = &Ships[objp->instance]; sip = &Ship_info[sp->ship_info_index]; hud_set_gauge_color(HUD_TARGET_MINI_ICON); if (!Shield_mini_loaded) return; sx = (x_force == -1) ? Shield_mini_coords[gr_screen.res][0]+fl2i(HUD_offset_x) : x_force; sy = (y_force == -1) ? Shield_mini_coords[gr_screen.res][1]+fl2i(HUD_offset_y) : y_force; // draw the ship first hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, HULL_HIT_OFFSET); hud_show_mini_ship_integrity(objp,x_force + x_hull_offset,y_force + y_hull_offset); // draw the four quadrants // Draw shield quadrants at one of NUM_SHIELD_LEVELS max_shield = sip->shields/4.0f; for ( i = 0; i < 4; i++ ) { if ( objp->flags & OF_NO_SHIELDS ) { break; } if ( objp->shields[Quadrant_xlate[i]] < 0.1f ) { continue; } if ( hud_shield_maybe_flash(HUD_TARGET_MINI_ICON, SHIELD_HIT_TARGET, i) ) { frame_offset = i+4; } else { frame_offset = i; } range = HUD_color_alpha; hud_color_index = fl2i( (objp->shields[Quadrant_xlate[i]] / max_shield) * range + 0.5); Assert(hud_color_index >= 0 && hud_color_index <= range); if ( hud_color_index < 0 ) { hud_color_index = 0; } if ( hud_color_index >= HUD_NUM_COLOR_LEVELS ) { hud_color_index = HUD_NUM_COLOR_LEVELS - 1; } if ( hud_gauge_maybe_flash(HUD_TARGET_MINI_ICON) == 1) { // hud_set_bright_color(); hud_set_gauge_color(HUD_TARGET_MINI_ICON, HUD_C_BRIGHT); } else { // gr_set_color_fast(&HUD_color_defaults[hud_color_index]); hud_set_gauge_color(HUD_TARGET_MINI_ICON, hud_color_index); } GR_AABITMAP(Shield_mini_gauge.first_frame + frame_offset, sx, sy); } // hud_set_default_color(); }