コード例 #1
0
// draw the shield icon and integrity for the escort ship
void hud_escort_show_icon(int x, int y, int index)
{
#ifndef NEW_HUD
	if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && index <= 2)
	{
		hud_escort_show_icon_dogfight(x, y, index);
		return;
	}

	float	shields, integrity;
	int		screen_integrity, offset;
	char	buf[255];

	object	*objp	= &Objects[Escort_ships[index].objnum];
	ship	*sp		= &Ships[objp->instance];

	// determine if its "friendly" or not	
	// Goober5000 - changed in favor of just passing the team
	hud_escort_set_gauge_color(index, sp->team);
	/*
	if(Player_ship != NULL){
		hud_escort_set_gauge_color(index, (sp->team == Player_ship->team) ? 1 : 0);
	} else {
		hud_escort_set_gauge_color(index, 1);
	}
	*/

	// draw a 'D' if a ship is disabled
	if ( (sp->flags & SF_DISABLED) || (ship_subsys_disrupted(sp, SUBSYSTEM_ENGINE)) ) {		
		emp_hud_string( x + current_hud->Escort_status[0], y + current_hud->Escort_status[1], EG_NULL, XSTR( "D", 284));				
	}

	// print out ship name
	strcpy(buf, sp->ship_name);
	gr_force_fit_string(buf, 255, 100);	
	
	emp_hud_string( x + current_hud->Escort_name[0], y + current_hud->Escort_name[1], EG_ESCORT1 + index, buf);	

	// show ship integrity
	hud_get_target_strength(objp, &shields, &integrity);
	screen_integrity = fl2i(integrity*100 + 0.5f);
	offset = 0;
	if ( screen_integrity < 100 ) {
		offset = 2;
		if ( screen_integrity == 0 ) {
			if ( integrity > 0 ) {
				screen_integrity = 1;
			}
		}
	}
	emp_hud_printf( x+current_hud->Escort_integrity[0] + offset, y+current_hud->Escort_integrity[1], EG_NULL, "%d", screen_integrity);

	//Let's be nice.
	hud_set_gauge_color(HUD_ESCORT_VIEW);
#endif
}
コード例 #2
0
// draw the shield icon and integrity for the escort ship
void HudGaugeEscort::renderIcon(int x, int y, int index)
{
	if(MULTI_DOGFIGHT && index <= 2)
	{
		renderIconDogfight(x, y, index);
		return;
	}

	float	shields, integrity;
	int		screen_integrity, offset;
	char	buf[255];

	object	*objp	= &Objects[Escort_ships[index].objnum];
	ship	*sp		= &Ships[objp->instance];

	// determine if its "friendly" or not	
	// Goober5000 - changed in favor of just passing the team
	setGaugeColorEscort(index, sp->team);
	/*
	if(Player_ship != NULL){
		hud_escort_set_gauge_color(index, (sp->team == Player_ship->team) ? 1 : 0);
	} else {
		hud_escort_set_gauge_color(index, 1);
	}
	*/

	// draw a 'D' if a ship is disabled
	if ( (sp->flags & SF_DISABLED) || (ship_subsys_disrupted(sp, SUBSYSTEM_ENGINE)) ) {		
		renderString( x + ship_status_offsets[0], y + ship_status_offsets[1], EG_NULL, XSTR( "D", 284));				
	}

	// print out ship name
	strcpy_s(buf, sp->ship_name);
	gr_force_fit_string(buf, 255, ship_name_max_width);	
    end_string_at_first_hash_symbol(buf);
	
	renderString( x + ship_name_offsets[0], y + ship_name_offsets[1], EG_ESCORT1 + index, buf);	

	// show ship integrity
	hud_get_target_strength(objp, &shields, &integrity);
	screen_integrity = fl2i(integrity*100 + 0.5f);
	offset = 0;
	if ( screen_integrity < 100 ) {
		offset = 2;
		if ( screen_integrity == 0 ) {
			if ( integrity > 0 ) {
				screen_integrity = 1;
			}
		}
	}
	renderPrintf( x+ship_integrity_offsets[0] + offset, y+ship_integrity_offsets[1], EG_NULL, "%d", screen_integrity);

	//Let's be nice.
	setGaugeColor();
}
コード例 #3
0
ファイル: radar.cpp プロジェクト: lubomyr/freespace2
void radar_frame_render(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();

	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();
			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;
		}
	}
}
コード例 #4
0
void HudGaugeRadarDradis::render(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;

	setupViewHtl();

	//WMC - This strikes me as a bit hackish
	bool g3_yourself = !g3_in_frame();
	if(g3_yourself)
		g3_start_frame(1);

	drawSweeps();

	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)
		{
			drawBlipsSorted(1);	// passing 1 means to draw distorted

			if (Radar_static_looping == -1)
				Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
		}
		else
		{
			drawBlipsSorted(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;
		}
	}

	if(g3_yourself)
		g3_end_frame();

	doneDrawingHtl();
}