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