GetSoldierAboveGuyPositions:

- use max value so that animation and text do not overlap
- lowered Y offset for crouched stance

DrawSelectedUIAboveGuy:
- reduce vertical gap if not showing health bars

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8805 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-05-18 06:04:34 +00:00
parent ea1892c788
commit 84afe6b160
+48 -41
View File
@@ -1520,7 +1520,7 @@ void GetArrowsBackground( )
}
void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY, BOOLEAN fRadio )
void GetSoldierAboveGuyPositions(SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY, BOOLEAN fRadio)
{
INT16 sMercScreenX, sMercScreenY;
INT16 sOffsetX, sOffsetY;
@@ -1529,53 +1529,55 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
INT16 sTextBodyTypeYOffset = 62;
// Find XY, dims, offsets
GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY );
GetSoldierScreenPos(pSoldier, &sMercScreenX, &sMercScreenY);
GetSoldierAnimOffsets(pSoldier, &sOffsetX, &sOffsetY);
// OK, first thing to do is subtract offsets ( because GetSoldierScreenPos adds them... )
sMercScreenX -= sOffsetX;
sMercScreenY -= sOffsetY;
// Adjust based on stance
if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_NOMOVE_MARKER) )
/*if ((gAnimControl[pSoldier->usAnimState].uiFlags & ANIM_NOMOVE_MARKER))
{
ubAnimUseHeight = gAnimControl[ pSoldier->usAnimState ].ubHeight;
ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubHeight;
}
else
{
ubAnimUseHeight = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
}
switch ( ubAnimUseHeight )
ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubEndHeight;
}*/
// sevenfm: use max value so that animation and health string do not overlap
ubAnimUseHeight = max(gAnimControl[pSoldier->usAnimState].ubEndHeight, gAnimControl[pSoldier->usAnimState].ubHeight);
switch (ubAnimUseHeight)
{
case ANIM_STAND:
break;
case ANIM_STAND:
break;
case ANIM_PRONE:
sStanceOffset = 25;
break;
case ANIM_PRONE:
sStanceOffset = 25;
break;
case ANIM_CROUCH:
sStanceOffset = 10;
break;
case ANIM_CROUCH:
//sStanceOffset = 10;
// sevenfm: reduce gap between animation and text
sStanceOffset = 15;
break;
}
// Adjust based on body type...
switch( pSoldier->ubBodyType )
switch (pSoldier->ubBodyType)
{
case CROW:
sStanceOffset = 30;
break;
case ROBOTNOWEAPON:
sStanceOffset = 30;
break;
case CROW:
sStanceOffset = 30;
break;
case ROBOTNOWEAPON:
sStanceOffset = 30;
break;
}
// anv: passengers sit, but we want to display their names above vehicle
if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
if (pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER))
{
sStanceOffset = 0;
}
@@ -1583,44 +1585,43 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
//sStanceOffset -= gpWorldLevelData[ pSoldier->sGridNo ].sHeight;
// Adjust based on level
if ( pSoldier->pathing.bLevel == 1 && gsInterfaceLevel == 0 )
if (pSoldier->pathing.bLevel == 1 && gsInterfaceLevel == 0)
{
//sStanceOffset -= ROOF_LEVEL_HEIGHT;
}
if ( pSoldier->pathing.bLevel == 0 && gsInterfaceLevel == 1 )
if (pSoldier->pathing.bLevel == 0 && gsInterfaceLevel == 1)
{
//sStanceOffset += ROOF_LEVEL_HEIGHT;
}
if ( pSoldier->ubProfile != NO_PROFILE )
if (pSoldier->ubProfile != NO_PROFILE)
{
if ( fRadio )
if (fRadio)
{
*psX = sMercScreenX - ( 80 / 2 ) - pSoldier->sLocatorOffX;
*psX = sMercScreenX - (80 / 2) - pSoldier->sLocatorOffX;
*psY = sMercScreenY - sTextBodyTypeYOffset + sStanceOffset;
}
else
{
*psX = sMercScreenX - ( 80 / 2 ) - pSoldier->sLocatorOffX;
*psX = sMercScreenX - (80 / 2) - pSoldier->sLocatorOffX;
*psY = sMercScreenY - sTextBodyTypeYOffset + sStanceOffset;
// OK, Check if we need to go below....
// Can do this 1) if displaying damge or 2 ) above screen
// Can do this 1) if displaying damage or 2 ) above screen
// If not a radio position, adjust if we are getting hit, to be lower!
// If we are getting hit, lower them!
if ( pSoldier->flags.fDisplayDamage || *psY < gsVIEWPORT_WINDOW_START_Y )
if (pSoldier->flags.fDisplayDamage || *psY < gsVIEWPORT_WINDOW_START_Y)
{
*psX = sMercScreenX - ( 80 / 2 ) - pSoldier->sLocatorOffX;
*psX = sMercScreenX - (80 / 2) - pSoldier->sLocatorOffX;
*psY = sMercScreenY;
}
}
}
else
{
//Display Text!
*psX = sMercScreenX - ( 80 / 2 ) - pSoldier->sLocatorOffX;
*psX = sMercScreenX - (80 / 2) - pSoldier->sLocatorOffX;
*psY = sMercScreenY - sTextBodyTypeYOffset + sStanceOffset;
}
}
@@ -1882,7 +1883,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
return;
}
// Donot show if we are dead
// Do not show if we are dead
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
return;
@@ -1898,6 +1899,12 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
GetSoldierAboveGuyPositions( pVehicle, &sXPos, &sYPos, FALSE );
}
// sevenfm: reduce gap if not showing health bars
if (!gGameExternalOptions.ubShowHealthBarsOnHead)
{
sYPos += 10;
}
// Display name
SetFont( TINYFONT1 );
@@ -3534,7 +3541,7 @@ void DrawBarsInUIBox( SOLDIERTYPE *pSoldier , INT16 sXPos, INT16 sYPos, INT16 sW
// Draw new size
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
// region rysowania barow nad najemnikiem
// bar over merc drawing region
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
// sevenfm: draw background for alt bar