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#ifndef _HUDPARSE_H
#define _HUDPARSE_H
#include "globalincs/globals.h"
#include "ai/ai.h"
#include "graphics/2d.h"
//Variables
extern int Num_custom_gauges;
extern float Hud_unit_multiplier;
extern float Hud_speed_multiplier;
#define NUM_HUD_RETICLE_STYLES 2
#define HUD_RETICLE_STYLE_FS1 0
#define HUD_RETICLE_STYLE_FS2 1
extern int Hud_reticle_style;
//Functions
int hud_get_gauge_index(char* name);
void hud_positions_init();
void set_current_hud();
void init_hud();
void load_missing_retail_gauges();
void check_color(int *colorp);
#define NUM_HUD_OBJECT_ENTRIES 56 // not used anywhere?
int parse_gauge_type();
void load_gauge(int gauge, int base_w = -1, int base_h = -1, int font = -1, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_CUSTOM 0
void load_gauge_custom(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_MESSAGES 1
void load_gauge_messages(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TRAINING_MESSAGES 2
void load_gauge_training_messages(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_SUPPORT 3
void load_gauge_support(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_DAMAGE 4
void load_gauge_damage(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_WINGMAN_STATUS 5
void load_gauge_wingman_status(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_AUTO_SPEED 6
void load_gauge_auto_speed(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_AUTO_TARGET 7
void load_gauge_auto_target(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_CMEASURES 8
void load_gauge_countermeasures(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TALKING_HEAD 9
void load_gauge_talking_head(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_DIRECTIVES 10
void load_gauge_directives(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_WEAPONS 11
void load_gauge_weapons(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_OBJ_NOTIFY 12
void load_gauge_objective_notify(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_SQUAD_MSG 13
void load_gauge_squad_message(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_LAG 14
void load_gauge_lag(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_MINI_SHIELD 15
void load_gauge_mini_shields(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_PLAYER_SHIELD 16
void load_gauge_player_shields(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TARGET_SHIELD 17
void load_gauge_target_shields(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ESCORT 18
void load_gauge_escort_view(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_MISSION_TIME 19
void load_gauge_mission_time(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ETS_WEAPONS 20
void load_gauge_ets_weapons(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ETS_SHIELDS 21
void load_gauge_ets_shields(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ETS_ENGINES 22
void load_gauge_ets_engines(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TARGET_MONITOR 23
void load_gauge_target_monitor(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_EXTRA_TARGET_DATA 24
void load_gauge_extra_target_data(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_RADAR_STD 25
void load_gauge_radar_std(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_RADAR_ORB 26
void load_gauge_radar_orb(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_RADAR_BSG 27
void load_gauge_radar_dradis(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_AFTERBURNER 28
void load_gauge_afterburner(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_WEAPON_ENERGY 29
void load_gauge_weapon_energy(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TEXT_WARNINGS 30
void load_gauge_text_warnings(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_CENTER_RETICLE 31
void load_gauge_center_reticle(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_THROTTLE 32
void load_gauge_throttle(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_THREAT 33
void load_gauge_threat_indicator(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_LEAD 34
void load_gauge_lead(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_LEAD_SIGHT 35
void load_gauge_lead_sight(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_LOCK 36
void load_gauge_lock(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_WEAPON_LINKING 37
void load_gauge_weapon_linking(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_MULTI_MSG 38
void load_gauge_multi_msg(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_VOICE_STATUS 39
void load_gauge_voice_status(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_PING 40
void load_gauge_ping(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_SUPERNOVA 41
void load_gauge_supernova(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_OFFSCREEN 42
void load_gauge_offscreen(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_BRACKETS 43
void load_gauge_brackets(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ORIENTATION_TEE 44
void load_gauge_orientation_tee(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_HOSTILE_TRI 45
void load_gauge_hostile_tri(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_TARGET_TRI 46
void load_gauge_target_tri(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_MISSILE_TRI 47
void load_gauge_missile_tri(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_KILLS 48
void load_gauge_kills(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_FIXED_MESSAGES 49
void load_gauge_fixed_messages(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_ETS_RETAIL 50
void load_gauge_ets_retail(int base_w, int base_h, int hud_font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_FLIGHT_PATH 51
void load_gauge_flight_path(int base_w, int base_h, int font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_WARHEAD_COUNT 52
void load_gauge_warhead_count(int base_w, int base_h, int font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_HARDPOINTS 53
void load_gauge_hardpoints(int base_w, int base_h, int font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_PRIMARY_WEAPONS 54
void load_gauge_primary_weapons(int base_w, int base_h, int font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#define HUD_OBJECT_SECONDARY_WEAPONS 55
void load_gauge_secondary_weapons(int base_w, int base_h, int font, SCP_vector<int>* ship_idx = NULL, color *use_clr = NULL);
#endif // _HUDPARSE_H
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