main/gauges.c File Reference

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include "inferno.h"
#include "game.h"
#include "screens.h"
#include "gauges.h"
#include "physics.h"
#include "error.h"
#include "menu.h"
#include "mono.h"
#include "collide.h"
#include "newdemo.h"
#include "player.h"
#include "gamefont.h"
#include "hostage.h"
#include "bm.h"
#include "text.h"
#include "powerup.h"
#include "sounds.h"
#include "multi.h"
#include "network.h"
#include "endlevel.h"
#include "wall.h"
#include "render.h"
#include "piggy.h"
#include "pingstat.h"
#include "cfile.h"

Classes

struct  span
struct  gauge_box

Defines

#define GAUGE_SHIELDS   0
#define GAUGE_INVULNERABLE   10
#define N_INVULNERABLE_FRAMES   10
#define GAUGE_SPEED   20
#define GAUGE_ENERGY_LEFT   21
#define GAUGE_ENERGY_RIGHT   22
#define GAUGE_NUMERICAL   23
#define GAUGE_BLUE_KEY   24
#define GAUGE_GOLD_KEY   25
#define GAUGE_RED_KEY   26
#define GAUGE_BLUE_KEY_OFF   27
#define GAUGE_GOLD_KEY_OFF   28
#define GAUGE_RED_KEY_OFF   29
#define SB_GAUGE_BLUE_KEY   30
#define SB_GAUGE_GOLD_KEY   31
#define SB_GAUGE_RED_KEY   32
#define SB_GAUGE_BLUE_KEY_OFF   33
#define SB_GAUGE_GOLD_KEY_OFF   34
#define SB_GAUGE_RED_KEY_OFF   35
#define SB_GAUGE_ENERGY   36
#define GAUGE_LIVES   37
#define GAUGE_SHIPS   38
#define GAUGE_SHIPS_LAST   45
#define RETICLE_CROSS   46
#define RETICLE_PRIMARY   48
#define RETICLE_SECONDARY   51
#define RETICLE_LAST   55
#define GAUGE_HOMING_WARNING_ON   56
#define GAUGE_HOMING_WARNING_OFF   57
#define SML_RETICLE_CROSS   58
#define SML_RETICLE_PRIMARY   60
#define SML_RETICLE_SECONDARY   63
#define SML_RETICLE_LAST   67
#define KEY_ICON_BLUE   68
#define KEY_ICON_YELLOW   69
#define KEY_ICON_RED   70
#define GAUGE_BLUE_KEY_X   45
#define GAUGE_BLUE_KEY_Y   152
#define GAUGE_GOLD_KEY_X   44
#define GAUGE_GOLD_KEY_Y   162
#define GAUGE_RED_KEY_X   43
#define GAUGE_RED_KEY_Y   172
#define SB_GAUGE_KEYS_X   11
#define SB_GAUGE_BLUE_KEY_Y   153
#define SB_GAUGE_GOLD_KEY_Y   169
#define SB_GAUGE_RED_KEY_Y   185
#define LEFT_ENERGY_GAUGE_X   70
#define LEFT_ENERGY_GAUGE_Y   131
#define LEFT_ENERGY_GAUGE_W   64
#define LEFT_ENERGY_GAUGE_H   8
#define RIGHT_ENERGY_GAUGE_X   190
#define RIGHT_ENERGY_GAUGE_Y   131
#define RIGHT_ENERGY_GAUGE_W   64
#define RIGHT_ENERGY_GAUGE_H   8
#define SB_ENERGY_GAUGE_X   98
#define SB_ENERGY_GAUGE_Y   155
#define SB_ENERGY_GAUGE_W   17
#define SB_ENERGY_GAUGE_H   41
#define SB_ENERGY_NUM_X   (SB_ENERGY_GAUGE_X+2)
#define SB_ENERGY_NUM_Y   190
#define SHIELD_GAUGE_X   146
#define SHIELD_GAUGE_Y   155
#define SHIELD_GAUGE_W   35
#define SHIELD_GAUGE_H   32
#define SHIP_GAUGE_X   (SHIELD_GAUGE_X+5)
#define SHIP_GAUGE_Y   (SHIELD_GAUGE_Y+5)
#define SB_SHIELD_GAUGE_X   123
#define SB_SHIELD_GAUGE_Y   163
#define SB_SHIP_GAUGE_X   (SB_SHIELD_GAUGE_X+5)
#define SB_SHIP_GAUGE_Y   (SB_SHIELD_GAUGE_Y+5)
#define SB_SHIELD_NUM_X   (SB_SHIELD_GAUGE_X+12)
#define SB_SHIELD_NUM_Y   156
#define NUMERICAL_GAUGE_X   154
#define NUMERICAL_GAUGE_Y   130
#define NUMERICAL_GAUGE_W   19
#define NUMERICAL_GAUGE_H   22
#define PRIMARY_W_PIC_X   64
#define PRIMARY_W_PIC_Y   154
#define PRIMARY_W_TEXT_X   FPOS_SCALEX*87
#define PRIMARY_W_TEXT_Y   FPOS_SCALEY*157
#define PRIMARY_AMMO_X   FPOS_SCALEX*(96-3)
#define PRIMARY_AMMO_Y   FPOS_SCALEY*171
#define SECONDARY_W_PIC_X   234
#define SECONDARY_W_PIC_Y   154
#define SECONDARY_W_TEXT_X   FPOS_SCALEX*207
#define SECONDARY_W_TEXT_Y   FPOS_SCALEY*157
#define SECONDARY_AMMO_X   FPOS_SCALEX*213
#define SECONDARY_AMMO_Y   FPOS_SCALEY*171
#define SB_LIVES_X   266
#define SB_LIVES_Y   185
#define SB_LIVES_LABEL_X   237
#define SB_LIVES_LABEL_Y   (SB_LIVES_Y)
#define SB_SCORE_RIGHT   301
#define SB_SCORE_Y   158
#define SB_SCORE_LABEL_X   237
#define SB_SCORE_ADDED_RIGHT   301
#define SB_SCORE_ADDED_Y   165
#define WS_SET   0
#define WS_FADING_OUT   1
#define WS_FADING_IN   2
#define FADE_SCALE   (2*i2f(GR_FADE_LEVELS)/REARM_TIME)
#define FPOS_SCALEX   1
#define FPOS_SCALEY   1
#define N_LEFT_WINDOW_SPANS   (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
#define N_RIGHT_WINDOW_SPANS   (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
#define PRIMARY_W_BOX_LEFT   63
#define PRIMARY_W_BOX_TOP   154
#define PRIMARY_W_BOX_RIGHT   (PRIMARY_W_BOX_LEFT+58)
#define PRIMARY_W_BOX_BOT   (PRIMARY_W_BOX_TOP+N_LEFT_WINDOW_SPANS-1)
#define SECONDARY_W_BOX_LEFT   202
#define SECONDARY_W_BOX_TOP   151
#define SECONDARY_W_BOX_RIGHT   263
#define SECONDARY_W_BOX_BOT   (SECONDARY_W_BOX_TOP+N_RIGHT_WINDOW_SPANS-1)
#define SB_PRIMARY_W_BOX_LEFT   34
#define SB_PRIMARY_W_BOX_TOP   153
#define SB_PRIMARY_W_BOX_RIGHT   (SB_PRIMARY_W_BOX_LEFT+53)
#define SB_PRIMARY_W_BOX_BOT   (195)
#define SB_SECONDARY_W_BOX_LEFT   169
#define SB_SECONDARY_W_BOX_TOP   153
#define SB_SECONDARY_W_BOX_RIGHT   (SB_SECONDARY_W_BOX_LEFT+54)
#define SB_SECONDARY_W_BOX_BOT   (153+43)
#define SB_PRIMARY_W_PIC_X   (SB_PRIMARY_W_BOX_LEFT+1)
#define SB_PRIMARY_W_PIC_Y   154
#define SB_PRIMARY_W_TEXT_X   FPOS_SCALEX*(SB_PRIMARY_W_BOX_LEFT+24)
#define SB_PRIMARY_W_TEXT_Y   FPOS_SCALEY*157
#define SB_PRIMARY_AMMO_X   FPOS_SCALEX*((SB_PRIMARY_W_BOX_LEFT+33)-3)
#define SB_PRIMARY_AMMO_Y   FPOS_SCALEY*171
#define SB_SECONDARY_W_PIC_X   (SB_SECONDARY_W_BOX_LEFT+29)
#define SB_SECONDARY_W_PIC_Y   154
#define SB_SECONDARY_W_TEXT_X   FPOS_SCALEX*(SB_SECONDARY_W_BOX_LEFT+2)
#define SB_SECONDARY_W_TEXT_Y   FPOS_SCALEY*157
#define SB_SECONDARY_AMMO_X   FPOS_SCALEX*(SB_SECONDARY_W_BOX_LEFT+11)
#define SB_SECONDARY_AMMO_Y   FPOS_SCALEY*171
#define cv_w   cv_bitmap.bm_w
#define cv_h   cv_bitmap.bm_h
#define MAX_SHOWN_LIVES   4
#define EXTRA_SHIP_SCORE   50000
#define CLOAK_FADE_WAIT_TIME   0x400
#define INV_FRAME_TIME   (f1_0/10)

Functions

void hud_bitblt (int x, int y, grs_bitmap *bm, int scale, int orient)
void copy_gauge_box (gauge_box *box, grs_bitmap *bm)
void get_hostage_window_coords (int *x, int *y, int *w, int *h)
void hud_show_score ()
void hud_show_score_added ()
void sb_show_score ()
void sb_show_score_added ()
void play_homing_warning (void)
void show_homing_warning (void)
void hud_show_homing_warning (void)
void hud_show_keys (void)
void hud_show_energy (void)
void hud_show_weapons_mode1 (int type, int vertical, int clear, int x, int y)
void hud_show_weapons (void)
void hud_show_cloak_invuln (void)
void hud_show_shield (void)
void hud_show_lives ()
void sb_show_lives ()
void show_time ()
void add_points_to_score (int points)
void add_bonus_points_to_score (int points)
void init_gauge_canvases ()
void close_gauge_canvases ()
void init_gauges ()
void draw_energy_bar (int energy)
void draw_shield_bar (int shield)
void draw_player_ship (int cloak_state, int old_cloak_state, int x, int y)
void draw_numerical_display (int shield, int energy)
void draw_keys ()
void draw_weapon_info_sub (int info_index, gauge_box *box, int pic_x, int pic_y, char *name, int text_x, int text_y)
void draw_weapon_info (int weapon_type, int weapon_num)
void draw_ammo_info (int x, int y, int ammo_count, int primary)
void draw_primary_ammo_info (int ammo_count)
void draw_secondary_ammo_info (int ammo_count)
int draw_weapon_box (int weapon_type, int weapon_num)
void draw_weapon_boxes ()
void sb_draw_energy_bar (int energy)
void sb_draw_shield_num (int shield)
void sb_draw_shield_bar (int shield)
void sb_draw_keys ()
void draw_invulnerable_ship ()
int allowed_to_fire_laser (void)
int allowed_to_fire_missile (void)
void show_reticle (int force_big_one)
void draw_hud ()
void render_gauges ()
void update_laser_weapon_info (void)

Variables

int Gauge_hud_mode = 0
bitmap_index Gauges [MAX_GAUGE_BMS]
grs_canvasCanv_LeftEnergyGauge
grs_canvasCanv_SBEnergyGauge
grs_canvasCanv_RightEnergyGauge
grs_canvasCanv_NumericalGauge
static int score_display
static fix score_time
static int old_score [2] = { -1, -1 }
static int old_energy [2] = { -1, -1 }
static int old_shields [2] = { -1, -1 }
static int old_flags [2] = { -1, -1 }
static int old_weapon [2][2] = {{ -1, -1 },{-1,-1}}
static int old_ammo_count [2][2] = {{ -1, -1 },{-1,-1}}
static int old_cloak [2] = { 0, 0 }
static int old_lives [2] = { -1, -1 }
static int old_prox = -1
static int invulnerable_frame = 0
static int cloak_fade_state
int weapon_box_states [2]
fix weapon_box_fade_values [2]
span weapon_window_left []
span weapon_window_right []
gauge_box gauge_boxes []
int Color_0_31_0 = -1
int HUD_nmessages
int hud_first
char HUD_messages [HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5]
fix Last_warning_beep_time [2] = {0,0}
int Last_homing_warning_shown [2] = {-1,-1}
int Piggy_bitmap_cache_next
char * PRIMARY_WEAPON_NAMES_VERYSHORT [5]
int gauge_update_hud_mode = 0
int Missile_gun
rgb player_rgb []
int hud_display_all
int last_drawn_cockpit [2]

Define Documentation

#define CLOAK_FADE_WAIT_TIME   0x400
 

#define cv_h   cv_bitmap.bm_h
 

#define cv_w   cv_bitmap.bm_w
 

#define EXTRA_SHIP_SCORE   50000
 

#define FADE_SCALE   (2*i2f(GR_FADE_LEVELS)/REARM_TIME)
 

#define FPOS_SCALEX   1
 

#define FPOS_SCALEY   1
 

#define GAUGE_BLUE_KEY   24
 

#define GAUGE_BLUE_KEY_OFF   27
 

#define GAUGE_BLUE_KEY_X   45
 

#define GAUGE_BLUE_KEY_Y   152
 

#define GAUGE_ENERGY_LEFT   21
 

#define GAUGE_ENERGY_RIGHT   22
 

#define GAUGE_GOLD_KEY   25
 

#define GAUGE_GOLD_KEY_OFF   28
 

#define GAUGE_GOLD_KEY_X   44
 

#define GAUGE_GOLD_KEY_Y   162
 

#define GAUGE_HOMING_WARNING_OFF   57
 

#define GAUGE_HOMING_WARNING_ON   56
 

#define GAUGE_INVULNERABLE   10
 

#define GAUGE_LIVES   37
 

#define GAUGE_NUMERICAL   23
 

#define GAUGE_RED_KEY   26
 

#define GAUGE_RED_KEY_OFF   29
 

#define GAUGE_RED_KEY_X   43
 

#define GAUGE_RED_KEY_Y   172
 

#define GAUGE_SHIELDS   0
 

#define GAUGE_SHIPS   38
 

#define GAUGE_SHIPS_LAST   45
 

#define GAUGE_SPEED   20
 

#define INV_FRAME_TIME   (f1_0/10)
 

#define KEY_ICON_BLUE   68
 

#define KEY_ICON_RED   70
 

#define KEY_ICON_YELLOW   69
 

#define LEFT_ENERGY_GAUGE_H   8
 

#define LEFT_ENERGY_GAUGE_W   64
 

#define LEFT_ENERGY_GAUGE_X   70
 

#define LEFT_ENERGY_GAUGE_Y   131
 

#define MAX_SHOWN_LIVES   4
 

#define N_INVULNERABLE_FRAMES   10
 

#define N_LEFT_WINDOW_SPANS   (sizeof(weapon_window_left)/sizeof(*weapon_window_left))
 

#define N_RIGHT_WINDOW_SPANS   (sizeof(weapon_window_right)/sizeof(*weapon_window_right))
 

#define NUMERICAL_GAUGE_H   22
 

#define NUMERICAL_GAUGE_W   19
 

#define NUMERICAL_GAUGE_X   154
 

#define NUMERICAL_GAUGE_Y   130
 

#define PRIMARY_AMMO_X   FPOS_SCALEX*(96-3)
 

#define PRIMARY_AMMO_Y   FPOS_SCALEY*171
 

#define PRIMARY_W_BOX_BOT   (PRIMARY_W_BOX_TOP+N_LEFT_WINDOW_SPANS-1)
 

#define PRIMARY_W_BOX_LEFT   63
 

#define PRIMARY_W_BOX_RIGHT   (PRIMARY_W_BOX_LEFT+58)
 

#define PRIMARY_W_BOX_TOP   154
 

#define PRIMARY_W_PIC_X   64
 

#define PRIMARY_W_PIC_Y   154
 

#define PRIMARY_W_TEXT_X   FPOS_SCALEX*87
 

#define PRIMARY_W_TEXT_Y   FPOS_SCALEY*157
 

#define RETICLE_CROSS   46
 

#define RETICLE_LAST   55
 

#define RETICLE_PRIMARY   48
 

#define RETICLE_SECONDARY   51
 

#define RIGHT_ENERGY_GAUGE_H   8
 

#define RIGHT_ENERGY_GAUGE_W   64
 

#define RIGHT_ENERGY_GAUGE_X   190
 

#define RIGHT_ENERGY_GAUGE_Y   131
 

#define SB_ENERGY_GAUGE_H   41
 

#define SB_ENERGY_GAUGE_W   17
 

#define SB_ENERGY_GAUGE_X   98
 

#define SB_ENERGY_GAUGE_Y   155
 

#define SB_ENERGY_NUM_X   (SB_ENERGY_GAUGE_X+2)
 

#define SB_ENERGY_NUM_Y   190
 

#define SB_GAUGE_BLUE_KEY   30
 

#define SB_GAUGE_BLUE_KEY_OFF   33
 

#define SB_GAUGE_BLUE_KEY_Y   153
 

#define SB_GAUGE_ENERGY   36
 

#define SB_GAUGE_GOLD_KEY   31
 

#define SB_GAUGE_GOLD_KEY_OFF   34
 

#define SB_GAUGE_GOLD_KEY_Y   169
 

#define SB_GAUGE_KEYS_X   11
 

#define SB_GAUGE_RED_KEY   32
 

#define SB_GAUGE_RED_KEY_OFF   35
 

#define SB_GAUGE_RED_KEY_Y   185
 

#define SB_LIVES_LABEL_X   237
 

#define SB_LIVES_LABEL_Y   (SB_LIVES_Y)
 

#define SB_LIVES_X   266
 

#define SB_LIVES_Y   185
 

#define SB_PRIMARY_AMMO_X   FPOS_SCALEX*((SB_PRIMARY_W_BOX_LEFT+33)-3)
 

#define SB_PRIMARY_AMMO_Y   FPOS_SCALEY*171
 

#define SB_PRIMARY_W_BOX_BOT   (195)
 

#define SB_PRIMARY_W_BOX_LEFT   34
 

#define SB_PRIMARY_W_BOX_RIGHT   (SB_PRIMARY_W_BOX_LEFT+53)
 

#define SB_PRIMARY_W_BOX_TOP   153
 

#define SB_PRIMARY_W_PIC_X   (SB_PRIMARY_W_BOX_LEFT+1)
 

#define SB_PRIMARY_W_PIC_Y   154
 

#define SB_PRIMARY_W_TEXT_X   FPOS_SCALEX*(SB_PRIMARY_W_BOX_LEFT+24)
 

#define SB_PRIMARY_W_TEXT_Y   FPOS_SCALEY*157
 

#define SB_SCORE_ADDED_RIGHT   301
 

#define SB_SCORE_ADDED_Y   165
 

#define SB_SCORE_LABEL_X   237
 

#define SB_SCORE_RIGHT   301
 

#define SB_SCORE_Y   158
 

#define SB_SECONDARY_AMMO_X   FPOS_SCALEX*(SB_SECONDARY_W_BOX_LEFT+11)
 

#define SB_SECONDARY_AMMO_Y   FPOS_SCALEY*171
 

#define SB_SECONDARY_W_BOX_BOT   (153+43)
 

#define SB_SECONDARY_W_BOX_LEFT   169
 

#define SB_SECONDARY_W_BOX_RIGHT   (SB_SECONDARY_W_BOX_LEFT+54)
 

#define SB_SECONDARY_W_BOX_TOP   153
 

#define SB_SECONDARY_W_PIC_X   (SB_SECONDARY_W_BOX_LEFT+29)
 

#define SB_SECONDARY_W_PIC_Y   154
 

#define SB_SECONDARY_W_TEXT_X   FPOS_SCALEX*(SB_SECONDARY_W_BOX_LEFT+2)
 

#define SB_SECONDARY_W_TEXT_Y   FPOS_SCALEY*157
 

#define SB_SHIELD_GAUGE_X   123
 

#define SB_SHIELD_GAUGE_Y   163
 

#define SB_SHIELD_NUM_X   (SB_SHIELD_GAUGE_X+12)
 

#define SB_SHIELD_NUM_Y   156
 

#define SB_SHIP_GAUGE_X   (SB_SHIELD_GAUGE_X+5)
 

#define SB_SHIP_GAUGE_Y   (SB_SHIELD_GAUGE_Y+5)
 

#define SECONDARY_AMMO_X   FPOS_SCALEX*213
 

#define SECONDARY_AMMO_Y   FPOS_SCALEY*171
 

#define SECONDARY_W_BOX_BOT   (SECONDARY_W_BOX_TOP+N_RIGHT_WINDOW_SPANS-1)
 

#define SECONDARY_W_BOX_LEFT   202
 

#define SECONDARY_W_BOX_RIGHT   263
 

#define SECONDARY_W_BOX_TOP   151
 

#define SECONDARY_W_PIC_X   234
 

#define SECONDARY_W_PIC_Y   154
 

#define SECONDARY_W_TEXT_X   FPOS_SCALEX*207
 

#define SECONDARY_W_TEXT_Y   FPOS_SCALEY*157
 

#define SHIELD_GAUGE_H   32
 

#define SHIELD_GAUGE_W   35
 

#define SHIELD_GAUGE_X   146
 

#define SHIELD_GAUGE_Y   155
 

#define SHIP_GAUGE_X   (SHIELD_GAUGE_X+5)
 

#define SHIP_GAUGE_Y   (SHIELD_GAUGE_Y+5)
 

#define SML_RETICLE_CROSS   58
 

#define SML_RETICLE_LAST   67
 

#define SML_RETICLE_PRIMARY   60
 

#define SML_RETICLE_SECONDARY   63
 

#define WS_FADING_IN   2
 

#define WS_FADING_OUT   1
 

#define WS_SET   0
 


Function Documentation

void add_bonus_points_to_score int  points  ) 
 

void add_points_to_score int  points  ) 
 

int allowed_to_fire_laser void   ) 
 

int allowed_to_fire_missile void   ) 
 

void close_gauge_canvases  ) 
 

void copy_gauge_box gauge_box box,
grs_bitmap bm
 

void draw_ammo_info int  x,
int  y,
int  ammo_count,
int  primary
 

void draw_energy_bar int  energy  ) 
 

void draw_hud  ) 
 

void draw_invulnerable_ship  ) 
 

void draw_keys  ) 
 

void draw_numerical_display int  shield,
int  energy
 

void draw_player_ship int  cloak_state,
int  old_cloak_state,
int  x,
int  y
 

void draw_primary_ammo_info int  ammo_count  ) 
 

void draw_secondary_ammo_info int  ammo_count  ) 
 

void draw_shield_bar int  shield  ) 
 

int draw_weapon_box int  weapon_type,
int  weapon_num
 

void draw_weapon_boxes  ) 
 

void draw_weapon_info int  weapon_type,
int  weapon_num
 

void draw_weapon_info_sub int  info_index,
gauge_box box,
int  pic_x,
int  pic_y,
char *  name,
int  text_x,
int  text_y
 

void get_hostage_window_coords int *  x,
int *  y,
int *  w,
int *  h
 

void hud_bitblt int  x,
int  y,
grs_bitmap bm,
int  scale,
int  orient
[inline]
 

void hud_show_cloak_invuln void   ) 
 

void hud_show_energy void   ) 
 

void hud_show_homing_warning void   ) 
 

void hud_show_keys void   ) 
 

void hud_show_lives  ) 
 

void hud_show_score  ) 
 

void hud_show_score_added  ) 
 

void hud_show_shield void   ) 
 

void hud_show_weapons void   ) 
 

void hud_show_weapons_mode1 int  type,
int  vertical,
int  clear,
int  x,
int  y
 

void init_gauge_canvases  ) 
 

void init_gauges void   ) 
 

void play_homing_warning void   ) 
 

void render_gauges void   ) 
 

void sb_draw_energy_bar int  energy  ) 
 

void sb_draw_keys  ) 
 

void sb_draw_shield_bar int  shield  ) 
 

void sb_draw_shield_num int  shield  ) 
 

void sb_show_lives  ) 
 

void sb_show_score  ) 
 

void sb_show_score_added  ) 
 

void show_homing_warning void   ) 
 

void show_reticle int  force_big_one  ) 
 

void show_time  ) 
 

void update_laser_weapon_info void   ) 
 


Variable Documentation

grs_canvas* Canv_LeftEnergyGauge
 

grs_canvas* Canv_NumericalGauge
 

grs_canvas* Canv_RightEnergyGauge
 

grs_canvas* Canv_SBEnergyGauge
 

int cloak_fade_state [static]
 

int Color_0_31_0 = -1
 

gauge_box gauge_boxes[]
 

Initial value:

int Gauge_hud_mode = 0
 

int gauge_update_hud_mode = 0
 

bitmap_index Gauges[MAX_GAUGE_BMS]
 

int hud_display_all
 

int hud_first
 

char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5]
 

int HUD_nmessages
 

int invulnerable_frame = 0 [static]
 

int last_drawn_cockpit[2]
 

int Last_homing_warning_shown[2] = {-1,-1}
 

fix Last_warning_beep_time[2] = {0,0}
 

int Missile_gun
 

int old_ammo_count[2][2] = {{ -1, -1 },{-1,-1}} [static]
 

int old_cloak[2] = { 0, 0 } [static]
 

int old_energy[2] = { -1, -1 } [static]
 

int old_flags[2] = { -1, -1 } [static]
 

int old_lives[2] = { -1, -1 } [static]
 

int old_prox = -1 [static]
 

int old_score[2] = { -1, -1 } [static]
 

int old_shields[2] = { -1, -1 } [static]
 

int old_weapon[2][2] = {{ -1, -1 },{-1,-1}} [static]
 

int Piggy_bitmap_cache_next
 

rgb player_rgb[]
 

Initial value:

 {
                                                        {15,15,23},
                                                        {27,0,0},
                                                        {0,23,0},
                                                        {30,11,31},
                                                        {31,16,0},
                                                        {24,17,6},
                                                        {14,21,12},
                                                        {29,29,0},
                                                }

char* PRIMARY_WEAPON_NAMES_VERYSHORT[5]
 

Initial value:

 { 
    "Laser", 
    "Vulcan", 
    "Spread", 
    "Plasma", 
    "Fusion" 
}

int score_display [static]
 

fix score_time [static]
 

fix weapon_box_fade_values[2]
 

int weapon_box_states[2]
 

span weapon_window_left[]
 

span weapon_window_right[]
 


Generated on Mon Aug 28 20:55:33 2006 for D1X-Rebirth by  doxygen 1.4.6