示例#1
0
// called at beginning of level to page in all ship icons
// used in this level
void hud_ship_icon_page_in(ship_info *sip)
{
	hud_frames	*sgp;

	if ( sip->shield_icon_index == 255 ) {
		return;
	}

	// load in shield frames if not already loaded
	Assert(sip->shield_icon_index < (ubyte)Hud_shield_filenames.size());
	sgp = &Shield_gauges.at(sip->shield_icon_index);

	if ( sgp->first_frame == -1 ) {
		sgp->first_frame = bm_load_animation(Hud_shield_filenames.at(sip->shield_icon_index).c_str(), &sgp->num_frames);
		if ( sgp->first_frame == -1 ) {
			Warning(LOCATION, "Could not load in the HUD shield ani: %s\n", Hud_shield_filenames.at(sip->shield_icon_index).c_str());
			return;
		}
	}

	int i;
	for (i=0; i<sgp->num_frames; i++ )	{
		bm_page_in_aabitmap(sgp->first_frame+i, 1);
	}

}
/**
 * CommanderDJ - Parse a list of sounds. When using this function for a table entry,
 * required_string and optional_string aren't needed, as this function deals with
 * that as its tag parameter, just make sure that the destination sound index(es) can
 * handle -1 if things don't work out.
 *
 * @param destination Vector where sound indexes are to be stored
 * @param tag Tag
 * @param object_name Name of object being parsed
 * @param flags See the parse_sound_flags enum
 *
 */
void parse_sound_list(const char* tag, SCP_vector<int>& destination, const char* object_name, parse_sound_flags flags)
{
	if(optional_string(tag))
	{
		int check=0;

		//if we're using the old format, parse the first entry separately
		if(!(flags & PARSE_SOUND_SCP_SOUND_LIST))
		{
			stuff_int(&check);
		}

		//now read the rest of the entries on the line
		for(size_t i=0; !check_for_eoln(); i++)
		{
			char buf[MAX_FILENAME_LEN];
			stuff_string_white(buf, MAX_FILENAME_LEN);

			//we do this conditionally to avoid adding needless entries when reparsing
			if(destination.size() <= i)
			{
				destination.push_back(-1);
			}

			parse_sound_core(tag, &destination.at(i), object_name, buf, flags);
		}

		//if we're using the old format, double check the size)
		if(!(flags & PARSE_SOUND_SCP_SOUND_LIST) && (destination.size() != (unsigned)check))
		{
			mprintf(("%s in '%s' has " SIZE_T_ARG " entries. This does not match entered size of %i.", tag, object_name, destination.size(), check));
		}
	}
}
示例#3
0
// Try to find a match between filename and the names inside
// of Hud_shield_filenames.  This will provide us with an 
// association of ship class to shield icon information.
void hud_shield_assign_info(ship_info *sip, char *filename)
{
	ubyte i;

	for ( i = 0; i < (ubyte)Hud_shield_filenames.size(); i++ ) {
		if ( !stricmp(filename, Hud_shield_filenames.at(i).c_str()) ) {
			sip->shield_icon_index = i;
			return;
		}
	}

	//No HUD icon found. Add one!
	sip->shield_icon_index = (unsigned char) Hud_shield_filenames.size();
	Hud_shield_filenames.push_back((SCP_string)filename);
}
示例#4
0
// called at the start of each level from HUD_init.  Use Hud_shield_init so we only init Shield_gauges[] once.
void hud_shield_level_init()
{
	unsigned int i;
	hud_frames temp;

	hud_shield_hit_reset(Player_obj, 1);	// reset for the player

	if ( !Hud_shield_inited ) {
		for ( i = 0; i < Hud_shield_filenames.size(); i++ ) {
			Shield_gauges.push_back(temp);
			Shield_gauges.at(i).first_frame = -1;
			Shield_gauges.at(i).num_frames  = 0;
		}
		
		Hud_shield_inited = 1;
	}

	Shield_mini_gauge.first_frame = bm_load_animation("targhit1", &Shield_mini_gauge.num_frames);
	if ( Shield_mini_gauge.first_frame == -1 ) {
		Warning(LOCATION, "Could not load in the HUD shield ani: targhit1\n");
		return;
	}
	Shield_mini_loaded = 1;
}
示例#5
0
void HudGaugeShield::showShields(object *objp, int mode)
{
//	static int fod_model = -1;
	float			max_shield;
	int			hud_color_index, range;
	int			sx, sy, i;
	ship			*sp;
	ship_info	*sip;
	hud_frames	*sgp=NULL;

	if ( objp->type != OBJ_SHIP )
		return;

	// Goober5000 - don't show if primitive sensors
	if ( Ships[Player_obj->instance].flags[Ship::Ship_Flags::Primitive_sensors] )
		return;

	sp = &Ships[objp->instance];
	sip = &Ship_info[sp->ship_info_index];

//	bool digitus_improbus = (fod_model != -2 && strstr(sp->ship_name, "Sathanas") != NULL);
	if ( sip->shield_icon_index == 255 && !(sip->flags[Ship::Info_Flags::Generate_hud_icon]) /*&& !digitus_improbus*/) {
		return;
	}

	setGaugeColor();

	// load in shield frames if not already loaded
	if (sip->shield_icon_index != 255) {
		sgp = &Shield_gauges.at(sip->shield_icon_index);

		if ( (sgp->first_frame == -1) && (sip->shield_icon_index < Hud_shield_filenames.size()) ) {
			sgp->first_frame = bm_load_animation(Hud_shield_filenames.at(sip->shield_icon_index).c_str(), &sgp->num_frames);
			if (sgp->first_frame == -1) {
				if (!shield_ani_warning_displayed_already) {
					shield_ani_warning_displayed_already = true;
					Warning(LOCATION, "Could not load in the HUD shield ani: %s\n", Hud_shield_filenames.at(sip->shield_icon_index).c_str());
				}
				return;
			}
		}
	}

	sx = position[0];
	sy = position[1];

	sx += fl2i(HUD_offset_x);
	sy += fl2i(HUD_offset_y);

	// draw the ship first
	maybeFlashShield(SHIELD_HIT_PLAYER, Shield_hit_data[SHIELD_HIT_PLAYER].hull_hit_index);

	if(sip->shield_icon_index != 255)
	{
		renderBitmap(sgp->first_frame, sx, sy);
	}
	else
	{
		bool g3_yourself = !g3_in_frame();
		angles rot_angles = {-1.570796327f,0.0f,0.0f};
		matrix	object_orient;

		vm_angles_2_matrix(&object_orient, &rot_angles);

		gr_screen.clip_width = 112;
		gr_screen.clip_height = 93;

		//Fire it up
		if(g3_yourself)
			g3_start_frame(1);
		hud_save_restore_camera_data(1);
		setClip(sx, sy, 112, 93);

		//if(!digitus_improbus)
			g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 2.5f);
		/*else
		{
			vec3d finger_vec = {0.0f, 0.0f, 176.0f};
			g3_set_view_matrix( &finger_vec, &vmd_identity_matrix, 1.0f);
		}*/

		gr_set_proj_matrix(0.5f*Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
		gr_set_view_matrix(&Eye_position, &Eye_matrix);

		//We're ready to show stuff
		//if(!digitus_improbus)
		{
			model_render_params render_info;

			render_info.set_flags(MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_FOGGING);
			render_info.set_replacement_textures(sp->ship_replacement_textures);
			render_info.set_detail_level_lock(1);
			render_info.set_object_number(OBJ_INDEX(objp));

			model_render_immediate( &render_info, sip->model_num, &object_orient, &vmd_zero_vector );
		}
		/*else
		{
			if(fod_model == -1)
			{
				fod_model = model_load(NOX("FoD.pof"), 0, NULL);
				if(fod_model == -1)
				{
					fod_model = -2;
					return;
				}
			}
			model_render(fod_model, &object_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING, -1, -1);
		}*/

		//We're done
		gr_end_view_matrix();
		gr_end_proj_matrix();
		if(g3_yourself)
			g3_end_frame();
		hud_save_restore_camera_data(0);

		resetClip();
	}

	if(!sip->max_shield_strength)
		return;

	// draw the quadrants
	//
	// Draw shield quadrants at one of NUM_SHIELD_LEVELS
	max_shield = get_max_shield_quad(objp);

	coord2d shield_icon_coords[6];

	for ( i = 0; i < objp->n_quadrants; i++ ) {

		if ( objp->flags[Object::Object_Flags::No_shields] ) {
			break;
		}

		if ( !(sip->flags[Ship::Info_Flags::Model_point_shields]) ) {
			if ( objp->shield_quadrant[Quadrant_xlate[i]] < 0.1f )
				continue;
		} else {
			if ( objp->shield_quadrant[i] < 0.1f )
				continue;
		}

		range = MAX(HUD_COLOR_ALPHA_MAX, HUD_color_alpha + objp->n_quadrants);

		if ( !(sip->flags[Ship::Info_Flags::Model_point_shields]) )
			hud_color_index = fl2i( (objp->shield_quadrant[Quadrant_xlate[i]] / max_shield) * range);
		else
			hud_color_index = fl2i( (objp->shield_quadrant[i] / max_shield) * range);

		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;
		}

		int flash=0;
		flash = maybeFlashShield(mode, i);
		
				
		if ( !flash ) {
			// gr_set_color_fast(&HUD_color_defaults[hud_color_index]);
			setGaugeColor(hud_color_index);
			

			if(sip->shield_icon_index != 255)
			{
				int framenum = sgp->first_frame+i+1;
				if (framenum < sgp->first_frame+sgp->num_frames)
					renderBitmap(framenum, sx, sy);
			}
			else
			{
				//Ugh, draw four shield quadrants
				static const int TRI_EDGE = 6;
				static const int BAR_LENGTH = 112;
				static const int BAR_HEIGHT = 54;
				static const int BAR_WIDTH = 6;
				static const int SHIELD_OFFSET = BAR_WIDTH + TRI_EDGE + 3;

				switch(i)
				{
					//Top
					case 0:
						shield_icon_coords[0].x = sx;                     shield_icon_coords[0].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[1].x = sx;                     shield_icon_coords[1].y = sy;
						shield_icon_coords[2].x = sx+TRI_EDGE;            shield_icon_coords[2].y = sy+BAR_WIDTH;
						shield_icon_coords[3].x = sx+BAR_LENGTH;          shield_icon_coords[3].y = sy;
						shield_icon_coords[4].x = sx+BAR_LENGTH-TRI_EDGE; shield_icon_coords[4].y = sy+BAR_WIDTH;
						shield_icon_coords[5].x = sx+BAR_LENGTH;          shield_icon_coords[5].y = sy+BAR_WIDTH+TRI_EDGE;
						renderShieldIcon(shield_icon_coords);
						break;
					//Left
					case 3:
						sy += SHIELD_OFFSET;
						shield_icon_coords[0].x = sx+BAR_WIDTH+TRI_EDGE; shield_icon_coords[0].y = sy+BAR_HEIGHT;
						shield_icon_coords[1].x = sx;                    shield_icon_coords[1].y = sy+BAR_HEIGHT;
						shield_icon_coords[2].x = sx+BAR_WIDTH;          shield_icon_coords[2].y = sy+BAR_HEIGHT-TRI_EDGE;
						shield_icon_coords[3].x = sx;                    shield_icon_coords[3].y = sy;
						shield_icon_coords[4].x = sx+BAR_WIDTH;          shield_icon_coords[4].y = sy+TRI_EDGE;
						shield_icon_coords[5].x = sx+BAR_WIDTH+TRI_EDGE; shield_icon_coords[5].y = sy;
						renderShieldIcon(shield_icon_coords);
						sy -= SHIELD_OFFSET + BAR_WIDTH + TRI_EDGE;
						break;
					//Right
					case 1:
						sx += BAR_LENGTH;
						sy += SHIELD_OFFSET;
						shield_icon_coords[0].x = sx-BAR_WIDTH-TRI_EDGE; shield_icon_coords[0].y = sy;
						shield_icon_coords[1].x = sx;                    shield_icon_coords[1].y = sy;
						shield_icon_coords[2].x = sx-BAR_WIDTH;          shield_icon_coords[2].y = sy+TRI_EDGE;
						shield_icon_coords[3].x = sx;                    shield_icon_coords[3].y = sy+BAR_HEIGHT;
						shield_icon_coords[4].x = sx-BAR_WIDTH;          shield_icon_coords[4].y = sy+BAR_HEIGHT-TRI_EDGE;
						shield_icon_coords[5].x = sx-BAR_WIDTH-TRI_EDGE; shield_icon_coords[5].y = sy+BAR_HEIGHT;
						renderShieldIcon(shield_icon_coords);
						sx -= BAR_LENGTH;
						sy -= SHIELD_OFFSET;
						break;
					//Bottom
					case 2:
						sy += BAR_HEIGHT + SHIELD_OFFSET*2 - BAR_WIDTH - TRI_EDGE;
						shield_icon_coords[0].x = sx+BAR_LENGTH;          shield_icon_coords[0].y = sy;
						shield_icon_coords[1].x = sx+BAR_LENGTH;          shield_icon_coords[1].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[2].x = sx+BAR_LENGTH-TRI_EDGE; shield_icon_coords[2].y = sy+TRI_EDGE;
						shield_icon_coords[3].x = sx;                     shield_icon_coords[3].y = sy+BAR_WIDTH+TRI_EDGE;
						shield_icon_coords[4].x = sx+TRI_EDGE;            shield_icon_coords[4].y = sy+TRI_EDGE;
						shield_icon_coords[5].x = sx;                     shield_icon_coords[5].y = sy;
						renderShieldIcon(shield_icon_coords);
						sy -= BAR_HEIGHT + SHIELD_OFFSET*2 - BAR_WIDTH - TRI_EDGE;
						break;
					//Whoops?
					default:
						nprintf(("HUD", "Invalid shield quadrant %d specified!\n", i));
						break;
				}
			}
		}
	}

	// hud_set_default_color();
}