Files
source/Tactical/Faces.cpp
T
Wanne 7ca53fadc7 *** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-23 18:46:54 +00:00

3190 lines
89 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include "math.h"
#include <stdio.h>
#include <errno.h>
#include "worlddef.h"
#include "renderworld.h"
#include "vsurface.h"
#include "Render Dirty.h"
#include "sysutil.h"
#include "container.h"
#include "wcheck.h"
#include "video.h"
#include "vobject_blitters.h"
#include "faces.h"
#include "utilities.h"
#include "overhead.h"
#include "gap.h"
#include "Soldier Profile.h"
#include "Sound Control.h"
#include "teamturns.h"
#include "soldier macros.h"
#include "dialogue control.h"
#include "font control.h"
#include "Assignments.h"
#include "Random.h"
#include "line.h"
#include "GameSettings.h"
#include "squads.h"
#include "interface.h"
#include "Quests.h"
#include "animation control.h"
#include "drugs and alcohol.h"
#include "Interface Items.h"
#include "meanwhile.h"
#include "Map Screen Interface.h"
// HEADROCK HAM 3.2: Added two includes so that a function can read values of the Gun Range/hospital location
#include "Campaign Types.h"
#include "Strategic Event Handler.h"
#endif
// Defines
#define NUM_FACE_SLOTS 50
#define END_FACE_OVERLAY_DELAY 2000
// GLOBAL FOR FACES LISTING
FACETYPE gFacesData[ NUM_FACE_SLOTS ];
UINT32 guiNumFaces = 0;
// LOCAL FUNCTIONS
void NewEye( FACETYPE *pFace );
void NewMouth( FACETYPE *pFace );
INT32 GetFreeFace(void);
void RecountFaces(void);
void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLEAN fUseExternBuffer, UINT32 uiBuffer, INT16 sFaceX, INT16 sFaceY, UINT16 usEyesX, UINT16 usEyesY );
extern BOOLEAN gfInItemPickupMenu;
RPC_SMALL_FACE_VALUES gRPCSmallFaceValues[200];
UINT8 ubRPCNumSmallFaceValues = 200;
CAMO_FACE gCamoFace[255];
FACE_GEAR_VALUES zNewFaceGear[MAXITEMS];
FACE_GEAR_VALUES zNewFaceGearIMP[MAXITEMS];
extern BOOLEAN gfSMDisableForItems;
extern INT16 gsCurInterfacePanel;
extern UINT16 gusSMCurrentMerc;
extern BOOLEAN gfRerenderInterfaceFromHelpText;
extern BOOLEAN gfInItemPickupMenu;
BOOLEAN FaceRestoreSavedBackgroundRect( INT32 iFaceIndex, INT16 sDestLeft, INT16 sDestTop, INT16 sSrcLeft, INT16 sSrcTop, INT16 sWidth, INT16 sHeight );
void SetupFinalTalkingDelay( FACETYPE *pFace );
INT32 GetFreeFace(void)
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumFaces; uiCount++)
{
if((gFacesData[uiCount].fAllocated==FALSE) )
return((INT32)uiCount);
}
if(guiNumFaces < NUM_FACE_SLOTS )
return((INT32)guiNumFaces++);
return(-1);
}
void RecountFaces(void)
{
INT32 uiCount;
for(uiCount=guiNumFaces-1; (uiCount >=0) ; uiCount--)
{
if( ( gFacesData[uiCount].fAllocated ) )
{
guiNumFaces=(UINT32)(uiCount+1);
break;
}
}
}
INT32 InitSoldierFace( SOLDIERTYPE *pSoldier )
{
INT32 iFaceIndex;
// Check if we have a face init already
iFaceIndex = pSoldier->iFaceIndex;
if ( iFaceIndex != -1 )
{
return( iFaceIndex );
}
return( InitFace( pSoldier->ubProfile, pSoldier->ubID, 0) );
}
INT32 InitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags )
{
UINT32 uiBlinkFrequency;
UINT32 uiExpressionFrequency;
if ( usMercProfileID == NO_PROFILE )
{
return( -1 );
}
uiBlinkFrequency = gMercProfiles[ usMercProfileID ].uiBlinkFrequency;
uiExpressionFrequency = gMercProfiles[ usMercProfileID ].uiExpressionFrequency;
if ( Random( 2 ) )
{
uiBlinkFrequency += Random( 2000 );
}
else
{
uiBlinkFrequency -= Random( 2000 );
}
return( InternalInitFace( usMercProfileID, ubSoldierID, uiInitFlags, gMercProfiles[ usMercProfileID ].ubFaceIndex, uiBlinkFrequency, uiExpressionFrequency ) );
}
INT32 InternalInitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency )
{
FACETYPE *pFace;
VOBJECT_DESC VObjectDesc;
UINT32 uiVideoObject;
INT32 iFaceIndex;
ETRLEObject ETRLEObject;
HVOBJECT hVObject;
UINT32 uiCount;
SGPPaletteEntry Pal[256];
if( ( iFaceIndex = GetFreeFace() )==(-1) )
return(-1);
// Load face file
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
// ATE: If we are merc profile ID #151-154, all use 151's protrait....
if ( usMercProfileID >= 151 && usMercProfileID <= 154 )
{
iFaceFileID = 151;
}
// Check if we are a big-face....
if ( uiInitFlags & FACE_BIGFACE )
{
if ( ( iFaceFileID < 100 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\b%02d.sti", iFaceFileID );
}
else if ( ( iFaceFileID > 99 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\b%03d.sti", iFaceFileID );
}
else if( iFaceFileID < 100 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02d.sti", iFaceFileID );
}
else if( iFaceFileID > 99 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%03d.sti", iFaceFileID );
}
/*
// The filename is the profile ID!
if( iFaceFileID < 100 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02d.sti", iFaceFileID );
}
else
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%03d.sti", iFaceFileID );
}
*/
// ATE: Check for profile - if elliot , use special face :)
if ( usMercProfileID == ELLIOT )
{
if ( gMercProfiles[ ELLIOT ].bNPCData > 3 && gMercProfiles[ ELLIOT ].bNPCData < 7 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02da.sti", iFaceFileID );
}
else if ( gMercProfiles[ ELLIOT ].bNPCData > 6 && gMercProfiles[ ELLIOT ].bNPCData < 10 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02db.sti", iFaceFileID );
}
else if ( gMercProfiles[ ELLIOT ].bNPCData > 9 && gMercProfiles[ ELLIOT ].bNPCData < 13 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02dc.sti", iFaceFileID );
}
else if ( gMercProfiles[ ELLIOT ].bNPCData > 12 && gMercProfiles[ ELLIOT ].bNPCData < 16 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02dd.sti", iFaceFileID );
}
else if ( gMercProfiles[ ELLIOT ].bNPCData == 17 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\b%02de.sti", iFaceFileID );
}
}
#ifdef JA2UB
else if ( usMercProfileID == 64 )
{
// SANDRO - old/new traits check (I am not sure if this is used at all)
if ( gGameOptions.fNewTraitSystem )
{
if ( ProfileHasSkillTrait( 64, RANGER_NT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B64c.sti" );
}
}
else
{
if ( ProfileHasSkillTrait( 64, CAMOUFLAGED_OT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B64c.sti" );
}
}
}
#else
else if ( usMercProfileID == TEX )
{
// SANDRO - old/new traits check (I am not sure if this is used at all)
if ( gGameOptions.fNewTraitSystem )
{
if ( ProfileHasSkillTrait( TEX, RANGER_NT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B167c.sti" );
}
}
else
{
if ( ProfileHasSkillTrait( TEX, CAMOUFLAGED_OT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B167c.sti" );
}
}
}
#endif
}
else
{
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
{
if ( ( iFaceFileID < 100 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%02d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\WoodCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\UrbanCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\DesertCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\SnowCamo\\%02d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%02d.sti", iFaceFileID );
}
else if ( ( iFaceFileID > 99 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%03d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\Woodcamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\UrbanCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\DesertCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\SnowCamo\\%03d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%03d.sti", iFaceFileID );
}
else if( iFaceFileID < 100 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\WoodCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\UrbanCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\DesertCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\SnowCamo\\%02d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
}
else if( iFaceFileID > 99 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\Woodcamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\UrbanCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\DesertCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\SnowCamo\\%03d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
}
/*
if( iFaceFileID < 100 )
{
// The filename is the profile ID!
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\WoodCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\UrbanCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\DesertCamo\\%02d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\SnowCamo\\%02d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
}
else
{
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
if ( gCamoFace[usMercProfileID].gCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\Woodcamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gUrbanCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\UrbanCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gDesertCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\DesertCamo\\%03d.sti", iFaceFileID );
}
else if ( gCamoFace[usMercProfileID].gSnowCamoface == TRUE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\SnowCamo\\%03d.sti", iFaceFileID );
}
if (!FileExists(VObjectDesc.ImageFile))
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
}
*/
}
else if (gGameExternalOptions.fShowCamouflageFaces == FALSE )
{
if ( ( iFaceFileID < 100 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%02d.sti", iFaceFileID );
}
else if ( ( iFaceFileID > 99 ) && ( gProfilesIMP[ usMercProfileID ].ProfilId == usMercProfileID ) )
{
sprintf( VObjectDesc.ImageFile, "IMPFACES\\%03d.sti", iFaceFileID );
}
else if( iFaceFileID < 100 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
}
else if( iFaceFileID > 99 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
}
/*
if( iFaceFileID < 100 )
{
// The filename is the profile ID!
sprintf( VObjectDesc.ImageFile, "FACES\\%02d.sti", iFaceFileID );
}
else
{
sprintf( VObjectDesc.ImageFile, "FACES\\%03d.sti", iFaceFileID );
}
*/
}
}
// Load
if( AddVideoObject( &VObjectDesc, &uiVideoObject ) == FALSE )
{
// If we are a big face, use placeholder...
if ( uiInitFlags & FACE_BIGFACE )
{
sprintf( VObjectDesc.ImageFile, "FACES\\placeholder.sti" );
if( AddVideoObject( &VObjectDesc, &uiVideoObject ) == FALSE )
{
return( -1 );
}
}
else
{
return( -1 );
}
}
memset(&gFacesData[ iFaceIndex ], 0, sizeof( FACETYPE ) );
pFace = &gFacesData[ iFaceIndex ];
// Get profile data and set into face data
pFace->ubSoldierID = ubSoldierID;
pFace->iID = iFaceIndex;
pFace->fAllocated = TRUE;
//Default to off!
pFace->fDisabled = TRUE;
pFace->iVideoOverlay = -1;
//pFace->uiEyeDelay = gMercProfiles[ usMercProfileID ].uiEyeDelay;
//pFace->uiMouthDelay = gMercProfiles[ usMercProfileID ].uiMouthDelay;
pFace->uiEyeDelay = 50 + Random( 30 );
pFace->uiMouthDelay = 120;
pFace->ubCharacterNum = usMercProfileID;
pFace->uiBlinkFrequency = uiBlinkFrequency;
pFace->uiExpressionFrequency = uiExpressionFrequency;
pFace->sEyeFrame = 0;
pFace->sMouthFrame = 0;
pFace->uiFlags = uiInitFlags;
// Set palette
if( GetVideoObject( &hVObject, uiVideoObject ) )
{
// Build a grayscale palette! ( for testing different looks )
for(uiCount=0; uiCount < 256; uiCount++)
{
Pal[uiCount].peRed=255;
Pal[uiCount].peGreen=255;
Pal[uiCount].peBlue=255;
}
hVObject->pShades[ FLASH_PORTRAIT_NOSHADE ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 255, 255, 255, FALSE );
hVObject->pShades[ FLASH_PORTRAIT_STARTSHADE ] = Create16BPPPaletteShaded( Pal, 255, 255, 255, FALSE );
hVObject->pShades[ FLASH_PORTRAIT_ENDSHADE ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 250, 25, 25, TRUE );
hVObject->pShades[ FLASH_PORTRAIT_DARKSHADE ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 100, 100, 100, TRUE );
hVObject->pShades[ FLASH_PORTRAIT_LITESHADE ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 100, 100, 100, FALSE );
for(uiCount=0; uiCount < 256; uiCount++)
{
Pal[uiCount].peRed=(UINT8)(uiCount%128)+128;
Pal[uiCount].peGreen=(UINT8)(uiCount%128)+128;
Pal[uiCount].peBlue=(UINT8)(uiCount%128)+128;
}
hVObject->pShades[ FLASH_PORTRAIT_GRAYSHADE ] = Create16BPPPaletteShaded( Pal, 255, 255, 255, FALSE );
}
// Get FACE height, width
if( GetVideoObjectETRLEPropertiesFromIndex( uiVideoObject, &ETRLEObject, 0 ) == FALSE )
{
return( -1 );
}
pFace->usFaceWidth = ETRLEObject.usWidth;
pFace->usFaceHeight = ETRLEObject.usHeight;
// OK, check # of items
if ( hVObject->usNumberOfObjects == 8 )
{
pFace->fInvalidAnim = FALSE;
// Get EYE height, width
if( GetVideoObjectETRLEPropertiesFromIndex( uiVideoObject, &ETRLEObject, 1 ) == FALSE )
{
return( -1 );
}
pFace->usEyesWidth = ETRLEObject.usWidth;
pFace->usEyesHeight = ETRLEObject.usHeight;
// Get Mouth height, width
if( GetVideoObjectETRLEPropertiesFromIndex( uiVideoObject, &ETRLEObject, 5 ) == FALSE )
{
return( -1 );
}
pFace->usMouthWidth = ETRLEObject.usWidth;
pFace->usMouthHeight = ETRLEObject.usHeight;
}
else
{
pFace->fInvalidAnim = TRUE;
}
// Set id
pFace->uiVideoObject = uiVideoObject;
return( iFaceIndex );
}
void DeleteSoldierFace( SOLDIERTYPE *pSoldier )
{
DeleteFace( pSoldier->iFaceIndex );
pSoldier->iFaceIndex = -1;
}
void DeleteFace( INT32 iFaceIndex )
{
FACETYPE *pFace;
// Check face index
CHECKV( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// Check for a valid slot!
CHECKV( pFace->fAllocated != FALSE );
pFace->fCanHandleInactiveNow = TRUE;
if ( !pFace->fDisabled )
{
SetAutoFaceInActive( iFaceIndex );
}
// If we are still talking, stop!
if ( pFace->fTalking )
{
// Call dialogue handler function
pFace->fTalking = FALSE;
HandleDialogueEnd( pFace );
}
// Delete vo
DeleteVideoObjectFromIndex( pFace->uiVideoObject );
// Set uncallocated
pFace->fAllocated = FALSE;
RecountFaces( );
}
void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT8 ubSoldierID , UINT16 usFaceX, UINT16 usFaceY )
{
if( ubSoldierID == NOBODY )
{
return;
}
SetAutoFaceActive( uiDisplayBuffer, uiRestoreBuffer, MercPtrs[ ubSoldierID ]->iFaceIndex, usFaceX, usFaceY );
}
void GetFaceRelativeCoordinates( FACETYPE *pFace, UINT16 *pusEyesX, UINT16 *pusEyesY, UINT16 *pusMouthX, UINT16 *pusMouthY )
{
UINT16 usMercProfileID;
UINT16 usEyesX;
UINT16 usEyesY;
UINT16 usMouthX;
UINT16 usMouthY;
INT32 cnt;
usMercProfileID = pFace->ubCharacterNum;
//Take eyes x,y from profile unless we are an RPC and we are small faced.....
usEyesX = gMercProfiles[ usMercProfileID ].usEyesX;
usEyesY = gMercProfiles[ usMercProfileID ].usEyesY;
usMouthY = gMercProfiles[ usMercProfileID ].usMouthY;
usMouthX = gMercProfiles[ usMercProfileID ].usMouthX;
#ifdef JA2UB
if ( gGameOptions.fNewTraitSystem )
{
if( usMercProfileID == 64 && ( gMercProfiles[ 64 ].bSkillTraits[0] == RANGER_NT || gMercProfiles[ 64 ].bSkillTraits[1] == RANGER_NT ) )
{
usEyesX = 13;
usEyesY = 34;
usMouthX = 13;
usMouthY = 55;
}
}
else
{
if( usMercProfileID == 64 && ( gMercProfiles[ 64 ].bSkillTraits[0] == CAMOUFLAGED_OT || gMercProfiles[ 64 ].bSkillTraits[1] == CAMOUFLAGED_OT ) )
{
usEyesX = 13;
usEyesY = 34;
usMouthX = 13;
usMouthY = 55;
}
}
#endif
// Use some other values for x,y, base on if we are a RPC!
if ( !( pFace->uiFlags & FACE_BIGFACE ) ||( pFace->uiFlags & FACE_FORCE_SMALL ))
{
// Loop through all values of availible merc IDs to find ours!
for ( cnt = 0; cnt < ubRPCNumSmallFaceValues; cnt++ )
{
// We've found one!
if (gRPCSmallFaceValues[ cnt ].FaceIndex == usMercProfileID &&
gRPCSmallFaceValues[ cnt ].uiIndex != 65535)
{
usEyesX = gRPCSmallFaceValues[ cnt ].bEyesX;
usEyesY = gRPCSmallFaceValues[ cnt ].bEyesY;
usMouthY = gRPCSmallFaceValues[ cnt ].bMouthY;
usMouthX = gRPCSmallFaceValues[ cnt ].bMouthX;
}
}
}
(*pusEyesX) = usEyesX;
(*pusEyesY) = usEyesY;
(*pusMouthX) = usMouthX;
(*pusMouthY) = usMouthY;
}
void SetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, INT32 iFaceIndex , UINT16 usFaceX, UINT16 usFaceY )
{
UINT16 usEyesX;
UINT16 usEyesY;
UINT16 usMouthX;
UINT16 usMouthY;
FACETYPE *pFace;
// Check face index
CHECKV( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
GetFaceRelativeCoordinates( pFace, &usEyesX, &usEyesY, &usMouthX, &usMouthY );
InternalSetAutoFaceActive( uiDisplayBuffer, uiRestoreBuffer, iFaceIndex , usFaceX, usFaceY, usEyesX, usEyesY, usMouthX, usMouthY );
}
void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, INT32 iFaceIndex , UINT16 usFaceX, UINT16 usFaceY, UINT16 usEyesX, UINT16 usEyesY, UINT16 usMouthX, UINT16 usMouthY )
{
UINT16 usMercProfileID;
FACETYPE *pFace;
VSURFACE_DESC vs_desc;
UINT16 usWidth;
UINT16 usHeight;
UINT8 ubBitDepth;
// Check face index
CHECKV( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// IF we are already being contained elsewhere, return without doing anything!
// ATE: Don't allow another activity from setting active....
if ( pFace->uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE )
{
return;
}
// Check if we are active already, remove if so!
if ( pFace->fDisabled )
{
SetAutoFaceInActive( iFaceIndex );
}
if ( uiRestoreBuffer == FACE_AUTO_RESTORE_BUFFER )
{
// BUILD A BUFFER
GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth );
// OK, ignore screen widths, height, only use BPP
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = pFace->usFaceWidth;
vs_desc.usHeight = pFace->usFaceHeight;
vs_desc.ubBitDepth = ubBitDepth;
pFace->fAutoRestoreBuffer = TRUE;
CHECKV( AddVideoSurface( &vs_desc, &(pFace->uiAutoRestoreBuffer) ) );
}
else
{
pFace->fAutoRestoreBuffer = FALSE;
pFace->uiAutoRestoreBuffer = uiRestoreBuffer;
}
if ( uiDisplayBuffer == FACE_AUTO_DISPLAY_BUFFER )
{
// BUILD A BUFFER
GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth );
// OK, ignore screen widths, height, only use BPP
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = pFace->usFaceWidth;
vs_desc.usHeight = pFace->usFaceHeight;
vs_desc.ubBitDepth = ubBitDepth;
pFace->fAutoDisplayBuffer = TRUE;
CHECKV( AddVideoSurface( &vs_desc, &(pFace->uiAutoDisplayBuffer) ) );
}
else
{
pFace->fAutoDisplayBuffer = FALSE;
pFace->uiAutoDisplayBuffer = uiDisplayBuffer;
}
usMercProfileID = pFace->ubCharacterNum;
pFace->usFaceX = usFaceX;
pFace->usFaceY = usFaceY;
pFace->fCanHandleInactiveNow = FALSE;
//Take eyes x,y from profile unless we are an RPC and we are small faced.....
pFace->usEyesX = usEyesX + usFaceX;
pFace->usEyesY = usEyesY + usFaceY;
pFace->usMouthY = usMouthY + usFaceY;
pFace->usMouthX = usMouthX + usFaceX;
// Save offset values
pFace->usEyesOffsetX = usEyesX;
pFace->usEyesOffsetY = usEyesY;
pFace->usMouthOffsetY = usMouthY;
pFace->usMouthOffsetX = usMouthX;
if ( pFace->usEyesY == usFaceY || pFace->usMouthY == usFaceY )
{
pFace->fInvalidAnim = TRUE;
}
pFace->fDisabled = FALSE;
pFace->uiLastBlink = GetJA2Clock();
pFace->uiLastExpression = GetJA2Clock();
pFace->uiEyelast = GetJA2Clock();
pFace->fStartFrame = TRUE;
// Are we a soldier?
if ( pFace->ubSoldierID != NOBODY )
{
pFace->bOldSoldierLife = MercPtrs[ pFace->ubSoldierID ]->stats.bLife;
}
}
void SetAutoFaceInActiveFromSoldier( UINT8 ubSoldierID )
{
// Check for valid soldier
CHECKV( ubSoldierID != NOBODY );
SetAutoFaceInActive( MercPtrs[ ubSoldierID ]->iFaceIndex );
}
void SetAutoFaceInActive(INT32 iFaceIndex )
{
FACETYPE *pFace;
SOLDIERTYPE *pSoldier;
// Check face index
CHECKV( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// Check for a valid slot!
CHECKV( pFace->fAllocated != FALSE );
// Turn off some flags
if ( pFace->uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE )
{
if ( !pFace->fCanHandleInactiveNow )
{
return;
}
}
if ( pFace->uiFlags & FACE_MAKEACTIVE_ONCE_DONE )
{
//
if ( pFace->ubSoldierID != NOBODY )
{
pSoldier = MercPtrs[ pFace->ubSoldierID ];
// IF we are in tactical
if ( pSoldier->bAssignment == iCurrentTacticalSquad && guiCurrentScreen == GAME_SCREEN )
{
// Make the interfac panel dirty..
// This will dirty the panel next frame...
gfRerenderInterfaceFromHelpText = TRUE;
}
}
}
if ( pFace->fAutoRestoreBuffer )
{
DeleteVideoSurfaceFromIndex( pFace->uiAutoRestoreBuffer );
}
if ( pFace->fAutoDisplayBuffer )
{
DeleteVideoSurfaceFromIndex( pFace->uiAutoDisplayBuffer );
}
if ( pFace->iVideoOverlay != -1 )
{
RemoveVideoOverlay( pFace->iVideoOverlay );
pFace->iVideoOverlay = -1;
}
// Turn off some flags
pFace->uiFlags &= ( ~FACE_INACTIVE_HANDLED_ELSEWHERE );
// Disable!
pFace->fDisabled = TRUE;
}
BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier)
{
INT8 worn = -1;
INT8 applied = -1;
INT16 wornCamo[4];
INT16 appliedCamo[4];
//reset gCamoFace
gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
appliedCamo[0] = pSoldier->bCamo;
appliedCamo[1] = pSoldier->urbanCamo;
appliedCamo[2] = pSoldier->desertCamo;
appliedCamo[3] = pSoldier->snowCamo;
wornCamo[0] = pSoldier->wornCamo;
wornCamo[1] = pSoldier->wornUrbanCamo;
wornCamo[2] = pSoldier->wornDesertCamo;
wornCamo[3] = pSoldier->wornSnowCamo;
for(INT8 loop = 0; loop < 4; loop ++)
{
if(wornCamo[loop] > 50)
worn = loop;
if(appliedCamo[loop] > 50)
applied = loop;
}
BOOLEAN isCamoFace = FALSE;
if(applied != -1 && worn != -1)
{
isCamoFace = TRUE;
if(appliedCamo[applied] >= wornCamo[worn])
{
if(applied == 0)
gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
if(applied == 1)
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
if(applied == 2)
gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
if(applied == 3)
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
return TRUE;
}
else
{
isCamoFace = TRUE;
if(worn == 0)
gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
if(worn == 1)
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
if(worn == 2)
gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
if(worn == 3)
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
}
}
else if(applied != -1 || worn != -1)
{
isCamoFace = TRUE;
if(applied == 0 || worn == 0)
gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
if(applied == 1 || worn == 1)
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
if(applied == 2 || worn == 2)
gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
if(applied == 3 || worn == 3)
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
}
return isCamoFace;
}
void SetAllAutoFacesInactive( )
{
UINT32 uiCount;
FACETYPE *pFace;
for ( uiCount = 0; uiCount < guiNumFaces; uiCount++ )
{
if ( gFacesData[ uiCount ].fAllocated )
{
pFace = &gFacesData[ uiCount ];
SetAutoFaceInActive( uiCount );
}
}
}
void BlinkAutoFace( INT32 iFaceIndex )
{
FACETYPE *pFace;
INT16 sFrame;
BOOLEAN fDoBlink = FALSE;
if ( gFacesData[ iFaceIndex ].fAllocated && !gFacesData[ iFaceIndex ].fDisabled && !gFacesData[ iFaceIndex ].fInvalidAnim )
{
pFace = &gFacesData[ iFaceIndex ];
// CHECK IF BUDDY IS DEAD, UNCONSCIOUS, ASLEEP, OR POW!
if ( pFace->ubSoldierID != NOBODY )
{
if ( ( MercPtrs[ pFace->ubSoldierID ]->stats.bLife < OKLIFE ) ||
( MercPtrs[ pFace->ubSoldierID ]->flags.fMercAsleep == TRUE ) ||
( MercPtrs[ pFace->ubSoldierID ]->bAssignment == ASSIGNMENT_POW ) )
{
return;
}
}
if ( pFace->ubExpression == NO_EXPRESSION )
{
// Get Delay time, if the first frame, use a different delay
if ( ( GetJA2Clock() - pFace->uiLastBlink ) > pFace->uiBlinkFrequency )
{
pFace->uiLastBlink = GetJA2Clock();
pFace->ubExpression = BLINKING;
pFace->uiEyelast = GetJA2Clock();
}
if ( pFace->fAnimatingTalking )
{
if ( ( GetJA2Clock() - pFace->uiLastExpression ) > pFace->uiExpressionFrequency )
{
pFace->uiLastExpression = GetJA2Clock();
if ( Random( 2 ) == 0 )
{
pFace->ubExpression = ANGRY;
}
else
{
pFace->ubExpression = SURPRISED;
}
}
}
}
if ( pFace->ubExpression != NO_EXPRESSION )
{
if ( pFace->fStartFrame )
{
if ( ( GetJA2Clock() - pFace->uiEyelast ) > pFace->uiEyeDelay ) //> Random( 10000 ) )
{
fDoBlink = TRUE;
pFace->fStartFrame = FALSE;
}
}
else
{
if ( ( GetJA2Clock() - pFace->uiEyelast ) > pFace->uiEyeDelay )
{
fDoBlink = TRUE;
}
}
// Are we going to blink?
if ( fDoBlink )
{
pFace->uiEyelast = GetJA2Clock();
// Adjust
NewEye( pFace );
sFrame = pFace->sEyeFrame;
if ( sFrame >= 5 )
{
sFrame = 4;
}
if ( sFrame > 0 )
{
// Blit Accordingly!
BltVideoObjectFromIndex( pFace->uiAutoDisplayBuffer, pFace->uiVideoObject, (INT16)( sFrame ), pFace->usEyesX, pFace->usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( pFace->uiAutoDisplayBuffer == FRAME_BUFFER )
{
InvalidateRegion( pFace->usEyesX, pFace->usEyesY, pFace->usEyesX + pFace->usEyesWidth, pFace->usEyesY + pFace->usEyesHeight );
}
}
else
{
//RenderFace( uiDestBuffer , uiCount );
pFace->ubExpression = NO_EXPRESSION;
// Update rects just for eyes
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usEyesX, pFace->usEyesY, pFace->usEyesX, pFace->usEyesY, pFace->usEyesWidth, pFace->usEyesHeight );
}
else
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usEyesX, pFace->usEyesY, pFace->usEyesOffsetX, pFace->usEyesOffsetY, pFace->usEyesWidth, pFace->usEyesHeight );
}
}
HandleRenderFaceAdjustments( pFace, TRUE, FALSE, 0, pFace->usFaceX, pFace->usFaceY, pFace->usEyesX, pFace->usEyesY );
}
}
}
}
void HandleFaceHilights( FACETYPE *pFace, UINT32 uiBuffer, INT16 sFaceX, INT16 sFaceY )
{
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
INT32 iFaceIndex;
iFaceIndex = pFace->iID;
if ( !gFacesData[ iFaceIndex ].fDisabled )
{
if ( pFace->uiAutoDisplayBuffer == FRAME_BUFFER && guiCurrentScreen == GAME_SCREEN )
{
// If we are highlighted, do this now!
if ( ( pFace->uiFlags & FACE_SHOW_WHITE_HILIGHT ) )
{
// Lock buffer
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, sFaceX-2, sFaceY-1, sFaceX + pFace->usFaceWidth + 4, sFaceY + pFace->usFaceHeight + 4 );
usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
RectangleDraw( TRUE, (sFaceX - 2 ), (sFaceY - 1),sFaceX + pFace->usFaceWidth + 1, sFaceY + pFace->usFaceHeight , usLineColor, pDestBuf );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
UnLockVideoSurface( uiBuffer );
}
else if ( ( pFace->uiFlags & FACE_SHOW_MOVING_HILIGHT ) )
{
if ( pFace->ubSoldierID != NOBODY )
{
if ( MercPtrs[ pFace->ubSoldierID ]->stats.bLife >= OKLIFE )
{
// Lock buffer
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, sFaceX-2, sFaceY-1, sFaceX + pFace->usFaceWidth + 4, sFaceY + pFace->usFaceHeight + 4 );
if ( MercPtrs[ pFace->ubSoldierID ]->bStealthMode )
{
usLineColor = Get16BPPColor( FROMRGB( 158, 158, 12 ) );
}
else
{
usLineColor = Get16BPPColor( FROMRGB( 8, 12, 118 ) );
}
RectangleDraw( TRUE, (sFaceX - 2 ), (sFaceY - 1),sFaceX + pFace->usFaceWidth + 1, sFaceY + pFace->usFaceHeight , usLineColor, pDestBuf );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
UnLockVideoSurface( uiBuffer );
}
}
}
else
{
// ATE: Zero out any highlight boxzes....
// Lock buffer
pDestBuf = LockVideoSurface( pFace->uiAutoDisplayBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, pFace->usFaceX-2, pFace->usFaceY-1, pFace->usFaceX + pFace->usFaceWidth + 4, pFace->usFaceY + pFace->usFaceHeight + 4 );
usLineColor = Get16BPPColor( FROMRGB( 0, 0, 0 ) );
RectangleDraw( TRUE, (pFace->usFaceX - 2 ), (pFace->usFaceY - 1), pFace->usFaceX + pFace->usFaceWidth + 1, pFace->usFaceY + pFace->usFaceHeight , usLineColor, pDestBuf );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
UnLockVideoSurface( pFace->uiAutoDisplayBuffer );
}
}
}
if ( ( pFace->fCompatibleItems && !gFacesData[ iFaceIndex ].fDisabled ) )
{
// Lock buffer
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, sFaceX-2, sFaceY-1, sFaceX + pFace->usFaceWidth+ 4, sFaceY + pFace->usFaceHeight + 4 );
usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
RectangleDraw( TRUE, (sFaceX - 2), (sFaceY - 1), sFaceX + pFace->usFaceWidth + 1, sFaceY + pFace->usFaceHeight , usLineColor, pDestBuf );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
UnLockVideoSurface( uiBuffer );
}
}
void MouthAutoFace( INT32 iFaceIndex )
{
FACETYPE *pFace;
INT16 sFrame;
if ( gFacesData[ iFaceIndex ].fAllocated )
{
pFace = &gFacesData[ iFaceIndex ];
// Remove video overlay is present....
if ( pFace->uiFlags & FACE_DESTROY_OVERLAY )
{
//if ( pFace->iVideoOverlay != -1 )
//{
// if ( pFace->uiStopOverlayTimer != 0 )
// {
// if ( ( GetJA2Clock( ) - pFace->uiStopOverlayTimer ) > END_FACE_OVERLAY_DELAY )
// {
// RemoveVideoOverlay( pFace->iVideoOverlay );
// pFace->iVideoOverlay = -1;
// }
// }
//}
}
if ( pFace->fTalking )
{
if ( !gFacesData[ iFaceIndex ].fDisabled && !gFacesData[ iFaceIndex ].fInvalidAnim )
{
if ( pFace->fAnimatingTalking )
{
PollAudioGap( pFace->uiSoundID, &(pFace->GapList ) );
// Check if we have an audio gap
if ( pFace->GapList.audio_gap_active )
{
pFace->sMouthFrame = 0;
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthX, pFace->usMouthY, pFace->usMouthWidth, pFace->usMouthHeight );
}
else
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthOffsetX, pFace->usMouthOffsetY, pFace->usMouthWidth, pFace->usMouthHeight );
}
}
else
{
// Get Delay time
if ( ( GetJA2Clock() - pFace->uiMouthlast ) > pFace->uiMouthDelay )
{
pFace->uiMouthlast = GetJA2Clock();
// Adjust
NewMouth( pFace );
sFrame = pFace->sMouthFrame;
if ( sFrame > 0 )
{
// Blit Accordingly!
BltVideoObjectFromIndex( pFace->uiAutoDisplayBuffer, pFace->uiVideoObject, (INT16)( sFrame + 4 ), pFace->usMouthX, pFace->usMouthY, VO_BLT_SRCTRANSPARENCY, NULL );
// Update rects
if ( pFace->uiAutoDisplayBuffer == FRAME_BUFFER )
{
InvalidateRegion( pFace->usMouthX, pFace->usMouthY, pFace->usMouthX + pFace->usMouthWidth, pFace->usMouthY + pFace->usMouthHeight );
}
}
else
{
//RenderFace( uiDestBuffer , uiCount );
//pFace->fTaking = FALSE;
// Update rects just for Mouth
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthX, pFace->usMouthY, pFace->usMouthWidth, pFace->usMouthHeight );
}
else
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthOffsetX, pFace->usMouthOffsetY, pFace->usMouthWidth, pFace->usMouthHeight );
}
}
HandleRenderFaceAdjustments( pFace, TRUE, FALSE, 0, pFace->usFaceX, pFace->usFaceY, pFace->usEyesX, pFace->usEyesY );
}
}
}
}
}
if ( !( pFace->uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE ) )
{
HandleFaceHilights( pFace, pFace->uiAutoDisplayBuffer, pFace->usFaceX, pFace->usFaceY );
}
}
}
void HandleTalkingAutoFace( INT32 iFaceIndex )
{
FACETYPE *pFace;
if ( gFacesData[ iFaceIndex ].fAllocated )
{
pFace = &gFacesData[ iFaceIndex ];
if ( pFace->fTalking )
{
// Check if we are done! ( Check this first! )
if ( pFace->fValidSpeech )
{
// Check if we have finished, set some flags for the final delay down if so!
if ( !SoundIsPlaying( pFace->uiSoundID ) && !pFace->fFinishTalking )
{
SetupFinalTalkingDelay( pFace );
}
}
else
{
// Check if our delay is over
if ( !pFace->fFinishTalking )
{
if ( ( GetJA2Clock() - pFace->uiTalkingTimer ) > pFace->uiTalkingDuration )
{
// If here, setup for last delay!
SetupFinalTalkingDelay( pFace );
}
}
}
// Now check for end of talking
if ( pFace->fFinishTalking )
{
if ( ( GetJA2Clock() - pFace->uiTalkingTimer ) > pFace->uiTalkingDuration )
{
pFace->fTalking = FALSE;
pFace->fAnimatingTalking = FALSE;
// Remove gap info
AudioGapListDone( &(pFace->GapList) );
// Remove video overlay is present....
if ( pFace->iVideoOverlay != -1 )
{
//if ( pFace->uiStopOverlayTimer == 0 )
//{
// pFace->uiStopOverlayTimer = GetJA2Clock();
//}
}
// Call dialogue handler function
HandleDialogueEnd( pFace );
}
}
}
}
}
// Local function - uses these variables because they have already been validated
void SetFaceShade( SOLDIERTYPE *pSoldier, FACETYPE *pFace, BOOLEAN fExternBlit )
{
// Set to default
SetObjectHandleShade( pFace->uiVideoObject, FLASH_PORTRAIT_NOSHADE );
if ( pFace->iVideoOverlay == -1 && !fExternBlit )
{
if ( ( pSoldier->bActionPoints == 0 ) && !( gTacticalStatus.uiFlags & REALTIME ) && (gTacticalStatus.uiFlags & INCOMBAT ) )
{
SetObjectHandleShade( pFace->uiVideoObject, FLASH_PORTRAIT_LITESHADE );
}
}
if ( pSoldier->stats.bLife < OKLIFE )
{
SetObjectHandleShade( pFace->uiVideoObject, FLASH_PORTRAIT_DARKSHADE );
}
// ATE: Don't shade for damage if blitting extern face...
if ( !fExternBlit )
{
if ( pSoldier->flags.fFlashPortrait == FLASH_PORTRAIT_START )
{
SetObjectHandleShade( pFace->uiVideoObject, pSoldier->bFlashPortraitFrame );
}
}
}
BOOLEAN RenderAutoFaceFromSoldier( UINT8 ubSoldierID )
{
// Check for valid soldier
CHECKF( ubSoldierID != NOBODY );
return( RenderAutoFace( MercPtrs[ ubSoldierID ]->iFaceIndex ) );
}
//---------------------------------------LEGION-------------------------------
/*
void GetXYForIconPlacement_legion( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
GetVideoObject( &hVObject, guiPORTRAITICONS_NV );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + pFace->usFaceWidth - usWidth - 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void GetXYForRightIconPlacement_legion_NV( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY, INT8 bNumIcons, BOOLEAN isIMP )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
if (isIMP)
GetVideoObject( &hVObject, guiPORTRAITICONS_NV_IMP );
else
GetVideoObject( &hVObject, guiPORTRAITICONS_NV );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + ( usWidth * bNumIcons ) + 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void DoRightIcon_legion_NV( UINT32 uiRenderBuffer, FACETYPE *pFace, INT16 sFaceX, INT16 sFaceY, INT8 bNumIcons, UINT8 sIconIndex, BOOLEAN isIMP )
{
INT16 sIconX, sIconY;
GetXYForRightIconPlacement_legion_NV( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, bNumIcons, isIMP );
if (isIMP)
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS_NV_IMP, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
else
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS_NV, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void GetXYForRightIconPlacement_legion_GAS_MASK( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY, INT8 bNumIcons, BOOLEAN isIMP )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
if (isIMP)
GetVideoObject( &hVObject, guiPORTRAITICONS_GAS_MASK_IMP );
else
GetVideoObject( &hVObject, guiPORTRAITICONS_GAS_MASK );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + ( usWidth * bNumIcons ) + 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void DoRightIcon_legion_GAS_MASK( UINT32 uiRenderBuffer, FACETYPE *pFace, INT16 sFaceX, INT16 sFaceY, INT8 bNumIcons, UINT8 sIconIndex, BOOLEAN isIMP )
{
INT16 sIconX, sIconY;
// Find X, y for placement
GetXYForRightIconPlacement_legion_GAS_MASK( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, bNumIcons, isIMP );
if (isIMP)
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS_GAS_MASK_IMP, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
else
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS_GAS_MASK, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
}
*/
void GetXYForRightIconPlacement_FaceGera( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY, INT8 bNumIcons , UINT32 uIDFaceGear, BOOLEAN isIMP)
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
if (isIMP)
GetVideoObject( &hVObject, zNewFaceGearIMP[uIDFaceGear].uiIndex );
else
GetVideoObject( &hVObject, zNewFaceGear[uIDFaceGear].uiIndex );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + ( usWidth * bNumIcons ) + 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void DoRightIcon_FaceGear( UINT32 uiRenderBuffer, FACETYPE *pFace, INT16 sFaceX, INT16 sFaceY, INT8 bNumIcons, UINT8 sIconIndex , UINT32 uIDFaceGear, BOOLEAN isIMP)
{
INT16 sIconX, sIconY;
// Find X, y for placement
if (isIMP)
{
GetXYForRightIconPlacement_FaceGera( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, bNumIcons , uIDFaceGear,isIMP);
BltVideoObjectFromIndex( uiRenderBuffer, zNewFaceGearIMP[uIDFaceGear].uiIndex, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
GetXYForRightIconPlacement_FaceGera( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, bNumIcons , uIDFaceGear,isIMP);
BltVideoObjectFromIndex( uiRenderBuffer, zNewFaceGear[uIDFaceGear].uiIndex, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
//----------------------------------------------------------------
void GetXYForIconPlacement( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
GetVideoObject( &hVObject, guiPORTRAITICONS );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + pFace->usFaceWidth - usWidth - 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void GetXYForRightIconPlacement( FACETYPE *pFace, UINT16 ubIndex, INT16 sFaceX, INT16 sFaceY, INT16 *psX, INT16 *psY, INT8 bNumIcons )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
GetVideoObject( &hVObject, guiPORTRAITICONS );
pTrav = &(hVObject->pETRLEObject[ ubIndex ] );
usHeight = pTrav->usHeight;
usWidth = pTrav->usWidth;
sX = sFaceX + ( usWidth * bNumIcons ) + 1;
sY = sFaceY + pFace->usFaceHeight - usHeight - 1;
*psX = sX;
*psY = sY;
}
void DoRightIcon( UINT32 uiRenderBuffer, FACETYPE *pFace, INT16 sFaceX, INT16 sFaceY, INT8 bNumIcons, INT8 sIconIndex )
{
INT16 sIconX, sIconY;
// Find X, y for placement
GetXYForRightIconPlacement( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, bNumIcons );
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLEAN fUseExternBuffer, UINT32 uiBuffer, INT16 sFaceX, INT16 sFaceY, UINT16 usEyesX, UINT16 usEyesY )
{
INT16 sIconX, sIconY;
INT16 sIconIndex=-1;
BOOLEAN fDoIcon = FALSE;
UINT32 uiRenderBuffer;
INT16 sPtsAvailable = 0;
UINT16 usMaximumPts = 0;
CHAR16 sString[ 32 ];
UINT16 usTextWidth;
BOOLEAN fShowNumber = FALSE;
BOOLEAN fShowMaximum = FALSE;
SOLDIERTYPE *pSoldier;
INT16 sFontX, sFontY;
INT16 sX1, sY1, sY2, sX2;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
INT8 bNumRightIcons = 0;
BOOLEAN fDoIcon_legion = FALSE; //legion
INT16 sIconIndex_legion =-1; //legion
INT8 bNumRightIcons_legion = 0;
BOOLEAN MASK = FALSE; //legion
UINT32 uiFaceItemOne=0;
UINT32 uiFaceItemTwo=0;
UINT8 ubFaceItemsCombined=0;
UINT32 uiFaceOne=0;
UINT32 uiFaceTwo=0;
BOOLEAN drawOpponentCount = FALSE;
// If we are using an extern buffer...
if ( fUseExternBuffer )
{
uiRenderBuffer = uiBuffer;
}
else
{
if ( fDisplayBuffer )
{
uiRenderBuffer = pFace->uiAutoDisplayBuffer;
}
else
{
uiRenderBuffer = pFace->uiAutoRestoreBuffer;
if ( pFace->uiAutoRestoreBuffer == FACE_NO_RESTORE_BUFFER )
{
return;
}
}
}
// BLIT HATCH
if ( pFace->ubSoldierID != NOBODY )
{
pSoldier = MercPtrs[ pFace->ubSoldierID ];
if ( ( MercPtrs[ pFace->ubSoldierID ]->stats.bLife < CONSCIOUSNESS || MercPtrs[ pFace->ubSoldierID ]->flags.fDeadPanel ) )
{
// Blit Closed eyes here!
BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 1, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
// Blit hatch!
BltVideoObjectFromIndex( uiRenderBuffer, guiHATCH, 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if( MercPtrs[ pFace->ubSoldierID ]->flags.fMercAsleep == TRUE )
{
// blit eyes closed
BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 1, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// IF we are in the process of doing any deal/close animations, show face, not skill...
if ( !pSoldier->flags.fClosePanel && !pSoldier->flags.fDeadPanel && !pSoldier->flags.fUIdeadMerc && !pSoldier->flags.fUICloseMerc )
{
// Put close panel there
BltVideoObjectFromIndex( uiRenderBuffer, guiDEAD, 5, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
// Blit hatch!
BltVideoObjectFromIndex( uiRenderBuffer, guiHATCH, 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
// ATE: If talking in popup, don't do the other things.....
if ( pFace->fTalking && gTacticalStatus.uiFlags & IN_ENDGAME_SEQUENCE )
{
return;
}
// ATE: Only do this, because we can be talking during an interrupt....
if ( ( pFace->uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE ) && !fUseExternBuffer )
{
// Don't do this if we are being handled elsewhere and it's not an extern buffer...
}
else
{
HandleFaceHilights( pFace, uiRenderBuffer, sFaceX, sFaceY );
#ifdef JA2BETAVERSION
if ( pSoldier->aiData.bOppCnt != 0 )
#else
if ( pSoldier->aiData.bOppCnt > 0 )
#endif
{
drawOpponentCount = TRUE;
//SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
//swprintf( sString, L"%d", pSoldier->aiData.bOppCnt );
//SetFont( TINYFONT1 );
//SetFontForeground( FONT_DKRED );
//SetFontBackground( FONT_NEARBLACK );
//sX1 = (INT16)( sFaceX );
//sY1 = (INT16)( sFaceY );
//sX2 = sX1 + StringPixLength( sString, TINYFONT1 ) + 1;
//sY2 = sY1 + GetFontHeight( TINYFONT1 ) - 1;
//mprintf( (INT16)( sX1 + 1), (INT16)( sY1 - 1 ), sString );
//SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
//// Draw box
//pDestBuf = LockVideoSurface( uiRenderBuffer, &uiDestPitchBYTES );
//SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
//usLineColor = Get16BPPColor( FROMRGB( 105, 8, 9 ) );
//RectangleDraw( TRUE, sX1, sY1, sX2, sY2, usLineColor, pDestBuf );
//UnLockVideoSurface( uiRenderBuffer );
}
if ( MercPtrs[ pFace->ubSoldierID ]->bInSector && ( ( ( gTacticalStatus.ubCurrentTeam != OUR_TEAM ) || !OK_INTERRUPT_MERC( MercPtrs[ pFace->ubSoldierID ] ) ) && !gfHiddenInterrupt ) || ( ( gfSMDisableForItems && !gfInItemPickupMenu ) && gusSMCurrentMerc == pFace->ubSoldierID && gsCurInterfacePanel == SM_PANEL ) )
{
// Blit hatch!
BltVideoObjectFromIndex( uiRenderBuffer, guiHATCH, 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if ( !pFace->fDisabled && !pFace->fInvalidAnim )
{
// Render text above here if that's what was asked for
if ( pFace->fDisplayTextOver != FACE_NO_TEXT_OVER )
{
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
VarFindFontCenterCoordinates( sFaceX, sFaceY, pFace->usFaceWidth, pFace->usFaceHeight, TINYFONT1, &sFontX, &sFontY, pFace->zDisplayText );
if ( pFace->fDisplayTextOver == FACE_DRAW_TEXT_OVER )
{
gprintfinvalidate( sFontX, sFontY, pFace->zDisplayText );
mprintf( sFontX, sFontY, pFace->zDisplayText );
}
else if ( pFace->fDisplayTextOver == FACE_ERASE_TEXT_OVER )
{
gprintfRestore( sFontX, sFontY, pFace->zDisplayText );
pFace->fDisplayTextOver = FACE_NO_TEXT_OVER;
}
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
}
}
// Check if a robot and is not controlled....
if ( MercPtrs[ pFace->ubSoldierID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
{
if ( !MercPtrs[ pFace->ubSoldierID ]->CanRobotBeControlled( ) )
{
// Not controlled robot
sIconIndex = 5;
fDoIcon = TRUE;
}
}
if ( MercPtrs[ pFace->ubSoldierID ]->ControllingRobot( ) )
{
// controlling robot
sIconIndex = 4;
fDoIcon = TRUE;
}
//------------------------------------Legion 2 by jazz--------------------------------
UINT8 faceProfileId = MercPtrs[ pFace->ubSoldierID ]->ubProfile;
BOOLEAN isIMP = FALSE;
//IMP
if ( gProfilesIMP[ MercPtrs[ pFace->ubSoldierID ]->ubProfile ].ProfilId == MercPtrs[ pFace->ubSoldierID ]->ubProfile )
{
faceProfileId = gMercProfiles[MercPtrs[ pFace->ubSoldierID ]->ubProfile].ubFaceIndex;
isIMP = TRUE;
}
// rewritten by silversurfer
// this section chooses the icons for face gear if the ini setting "SHOW_TACTICAL_FACE_ICONS" is TRUE
// and the merc actually wears something to be shown
if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
( MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem + MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem ) > 0 )
{
uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem;
uiFaceItemTwo=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem;
// check first face slot
if ( uiFaceItemOne != NONE )
{
switch( uiFaceItemOne )
{
// gas mask
case GASMASK:
uiFaceItemOne = 1;
break;
// NV goggles
case 211:
case 246:
case 1024:
case 1025:
uiFaceItemOne = 2;
break;
// sun goggles
case 212:
uiFaceItemOne = 3;
break;
// extended ear
case 210:
uiFaceItemOne = 4;
break;
default:
uiFaceItemOne = 0;
break;
}
}
// check second face slot
if ( uiFaceItemTwo != NONE )
{
switch( uiFaceItemTwo )
{
// gas mask
case GASMASK:
uiFaceItemTwo = 21;
break;
// NV goggles
case 211:
case 246:
case 1024:
case 1025:
uiFaceItemTwo = 42;
break;
// sun goggles
case 212:
uiFaceItemTwo = 63;
break;
// extended ear
case 210:
uiFaceItemTwo = 84;
break;
default:
uiFaceItemTwo = 0;
break;
}
}
// Now select the correct icon. This uses a matrix from uiFaceOneItem and uiFaceTwoItem (simple addition)
// the numbers on the outer border are used if that is the only item worn in that slot
//
// 21 42 63 84
// face slot 1 \ slot 2 gas mask | NV goggles | sun goggles | extended ear
// 1 gas mask -- 43 64 85
// 2 NV goggles 23 -- -- 86
// 3 sun goggles 24 -- -- 87
// 4 extended ear 25 46 67 --
//
// this matrix leaves room for expansion
ubFaceItemsCombined = uiFaceItemOne + uiFaceItemTwo;
switch( ubFaceItemsCombined )
{
// gas mask only
case 1:
case 21:
sIconIndex = 9;
fDoIcon = TRUE;
break;
// NV goggles only
case 2:
case 42:
sIconIndex = 10;
fDoIcon = TRUE;
break;
// sun goggles only
case 3:
case 63:
sIconIndex = 15;
fDoIcon = TRUE;
break;
// extended ear only
case 4:
case 84:
sIconIndex = 12;
fDoIcon = TRUE;
break;
// gas mask + NV goggles
case 23:
case 43:
sIconIndex = 11;
fDoIcon = TRUE;
break;
// gas mask + sun goggles
case 24:
case 64:
sIconIndex = 16;
fDoIcon = TRUE;
break;
// gas mask + extended ear
case 25:
case 85:
sIconIndex = 13;
fDoIcon = TRUE;
break;
// NV goggles + extended ear
case 46:
case 86:
sIconIndex = 14;
fDoIcon = TRUE;
break;
// sun goggles + extended ear
case 67:
case 87:
sIconIndex = 18;
fDoIcon = TRUE;
break;
default:
break;
}
}
if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
( MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem > 0 ) )
{
uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem;
if ( uiFaceItemOne != NONE && zNewFaceGear[uiFaceItemOne].Type == 1 ) //back
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceItemOne, isIMP);
}
}
// this section chooses the pictures for gas mask and NV goggles if the ini setting "SHOW_TACTICAL_FACE_GEAR" is TRUE
// and the merc actually wears something to be shown
if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
( MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem + MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem ) > 0 )
{
/*
BOOLEAN isIMP = FALSE;
UINT8 faceProfileId = MercPtrs[ pFace->ubSoldierID ]->ubProfile;
// WANNE: IMP: Special handling for face gear
if (MercPtrs[ pFace->ubSoldierID ]->ubProfile >= 51 && MercPtrs[ pFace->ubSoldierID ]->ubProfile <= 56)
{
// IMP: Imps anhand des FaceIndex rausfinden!!
faceProfileId = gMercProfiles[MercPtrs[ pFace->ubSoldierID ]->ubProfile].ubFaceIndex;
isIMP = TRUE;
}
*/
// WANNE: Removed the limitation
// silversurfer: don't overwrite icons if they shall be shown!
//if ( !gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
{
uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem;
uiFaceItemTwo=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem;
uiFaceOne=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem;
uiFaceTwo=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem;
// check first face slot
if ( uiFaceItemOne != NONE )
{
if ( zNewFaceGear[uiFaceOne].Type == 3 )
{
uiFaceItemOne = 1;
}
else if ( zNewFaceGear[uiFaceOne].Type == 4 )
{
uiFaceItemOne = 2;
}
else uiFaceItemOne = 0;
}
// check second face slot
if ( uiFaceItemTwo != NONE )
{
if ( zNewFaceGear[uiFaceTwo].Type == 3 )
{
uiFaceItemTwo = 21;
}
else if ( zNewFaceGear[uiFaceTwo].Type == 4 )
{
uiFaceItemTwo = 42;
}
else uiFaceItemTwo = 0;
}
/*
// check first face slot
if ( uiFaceItemOne != NONE )
{
switch( uiFaceItemOne )
{
// gas mask
case GASMASK:
uiFaceItemOne = 1;
break;
// NV goggles
case 211:
case 246:
case 1024:
case 1025:
uiFaceItemOne = 2;
break;
default:
uiFaceItemOne = 0;
break;
}
}
// check second face slot
if ( uiFaceItemTwo != NONE )
{
switch( uiFaceItemTwo )
{
// gas mask
case GASMASK:
uiFaceItemTwo = 21;
break;
// NV goggles
case 211:
case 246:
case 1024:
case 1025:
uiFaceItemTwo = 42;
break;
default:
uiFaceItemTwo = 0;
break;
}
}
*/
// Now select the correct picture. This uses a matrix from uiFaceOneItem and uiFaceTwoItem (simple addition)
// the numbers on the outer border are used if that is the only item worn in that slot
//
// 21 42 63 84
// face slot 1 \ slot 2 gas mask | NV goggles | sun goggles | extended ear
// 1 gas mask -- 43 64 85
// 2 NV goggles 23 -- -- 86
// 3 sun goggles 24 -- -- 87
// 4 extended ear 25 46 67 --
//
// this matrix leaves room for expansion
// we only need a few of the matrix' values this time because we only show gas mask or NV goggles pictures
ubFaceItemsCombined = uiFaceItemOne + uiFaceItemTwo;
}
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
// silversurfer: we don't want to display icons for gas mask or NV goggles because you can actually see the merc wearing the gear
// in case of gas mask together with NV we display the picture of the item in face slot 1 and the icon of the item
// in face slot 2 (if icons are allowed)
//Type : 3 - gas mask ; 4 - NV googles
// gas mask only
if ( ubFaceItemsCombined == 1 || ubFaceItemsCombined == 21 )
{
if ( zNewFaceGear[uiFaceOne].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
else if ( zNewFaceGear[uiFaceTwo].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
// NV goggles only
if ( ubFaceItemsCombined == 2 || ubFaceItemsCombined == 42 )
{
if ( zNewFaceGear[uiFaceOne].Type == 4 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
else if ( zNewFaceGear[uiFaceTwo].Type == 4 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
// NV goggles + gas mask
if ( ubFaceItemsCombined == 23 )
{
if ( zNewFaceGear[uiFaceOne].Type == 4 && zNewFaceGear[uiFaceTwo].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
}
// gas mask + NV goggles
if ( ubFaceItemsCombined == 43 )
{
if ( zNewFaceGear[uiFaceOne].Type == 3 && zNewFaceGear[uiFaceTwo].Type == 4 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
// gas mask + extended ear
if ( ubFaceItemsCombined == 24 || ubFaceItemsCombined == 64 )
{
if ( zNewFaceGear[uiFaceOne].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
else if ( zNewFaceGear[uiFaceTwo].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
// gas mask + extended ear
if ( ubFaceItemsCombined == 25 || ubFaceItemsCombined == 85 )
{
if ( zNewFaceGear[uiFaceOne].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
else if ( zNewFaceGear[uiFaceTwo].Type == 3 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
// NV goggles + extended ear
if ( ubFaceItemsCombined == 46 || ubFaceItemsCombined == 86 )
{
if ( zNewFaceGear[uiFaceOne].Type == 4 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceOne, isIMP);
}
else if ( zNewFaceGear[uiFaceTwo].Type == 4 )
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceTwo, isIMP);
}
}
/*
switch( ubFaceItemsCombined )
{
// gas mask only
case 1:
case 21:
DoRightIcon_legion_GAS_MASK( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//fDoIcon = FALSE;
break;
// NV goggles only
case 2:
case 42:
DoRightIcon_legion_NV( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//fDoIcon = FALSE;
break;
// NV goggles + gas mask
case 23:
DoRightIcon_legion_GAS_MASK( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
DoRightIcon_legion_NV( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//if ( gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
//{
// sIconIndex = 9;
// fDoIcon = TRUE;
//}
break;
// gas mask + NV goggles
case 43:
DoRightIcon_legion_GAS_MASK( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
DoRightIcon_legion_NV( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//if ( gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
//{
// sIconIndex = 10;
// fDoIcon = TRUE;
//}
break;
// gas mask + sun goggles
case 24:
case 64:
DoRightIcon_legion_GAS_MASK( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//sIconIndex = 15;
//fDoIcon = TRUE;
break;
// gas mask + extended ear
case 25:
case 85:
DoRightIcon_legion_GAS_MASK( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//sIconIndex = 12;
//fDoIcon = TRUE;
break;
// NV goggles + extended ear
case 46:
case 86:
DoRightIcon_legion_NV( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId, isIMP );
// WANNE: Removed silversurfers limitation, because it is too complex for the players :)
//sIconIndex = 12;
//fDoIcon = TRUE;
break;
default:
break;
}
*/
}
if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
( MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem > 0 )
// dirty hack for IMPs because they don't have pictures for face gear
/* && ( MercPtrs[ pFace->ubSoldierID ]->ubProfile < 51 || MercPtrs[ pFace->ubSoldierID ]->ubProfile > 56 ) */ )
{
uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem;
if ( uiFaceItemOne != NONE )
{
if ( uiFaceItemOne != NONE && zNewFaceGear[uiFaceItemOne].Type == 2 ) //front
{
DoRightIcon_FaceGear( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons_legion, faceProfileId ,uiFaceItemOne, isIMP);
}
}
}
//------------------------------------end of tactical face gear-----------------------------
// If blind...
if ( MercPtrs[ pFace->ubSoldierID ]->bBlindedCounter > 0 )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 6 );
bNumRightIcons++;
}
if ( MercPtrs[ pFace->ubSoldierID ]->drugs.bDrugEffect[ DRUG_TYPE_ADRENALINE ] )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 7 );
bNumRightIcons++;
}
if ( GetDrunkLevel( MercPtrs[ pFace->ubSoldierID ] ) != SOBER )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 8 );
bNumRightIcons++;
}
switch( pSoldier->bAssignment )
{
case DOCTOR:
sIconIndex = 1;
fDoIcon = TRUE;
sPtsAvailable = CalculateHealingPointsForDoctor( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts, FALSE );
fShowNumber = TRUE;
fShowMaximum = TRUE;
// divide both amounts by 10 to make the displayed numbers a little more user-palatable (smaller)
sPtsAvailable = ( sPtsAvailable + 5 ) / 10;
usMaximumPts = ( usMaximumPts + 5 ) / 10;
break;
case PATIENT:
sIconIndex = 2;
fDoIcon = TRUE;
// show current health / maximum health
sPtsAvailable = MercPtrs[ pFace->ubSoldierID ]->stats.bLife;
usMaximumPts = MercPtrs[ pFace->ubSoldierID ]->stats.bLifeMax;
fShowNumber = TRUE;
fShowMaximum = TRUE;
break;
case TRAIN_SELF:
case TRAIN_TOWN:
// HEADROCK HAM 3.6: New assignment.
case TRAIN_MOBILE:
case TRAIN_TEAMMATE:
case TRAIN_BY_OTHER:
sIconIndex = 3;
fDoIcon = TRUE;
fShowNumber = TRUE;
fShowMaximum = TRUE;
switch( MercPtrs[ pFace->ubSoldierID ]->bAssignment )
{
case( TRAIN_SELF ):
sPtsAvailable = GetSoldierTrainingPts( MercPtrs[ pFace->ubSoldierID ], MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
break;
case( TRAIN_BY_OTHER ):
sPtsAvailable = GetSoldierStudentPts( MercPtrs[ pFace->ubSoldierID ], MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
break;
case( TRAIN_TOWN ):
case( TRAIN_MOBILE ):
sPtsAvailable = GetTownTrainPtsForCharacter( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts );
// divide both amounts by 10 to make the displayed numbers a little more user-palatable (smaller)
sPtsAvailable = ( sPtsAvailable + 5 ) / 10;
usMaximumPts = ( usMaximumPts + 5 ) / 10;
break;
case( TRAIN_TEAMMATE ):
sPtsAvailable = GetBonusTrainingPtsDueToInstructor( MercPtrs[ pFace->ubSoldierID ], NULL , MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
break;
}
break;
case REPAIR:
sIconIndex = 0;
fDoIcon = TRUE;
sPtsAvailable = CalculateRepairPointsForRepairman( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts, FALSE );
fShowNumber = TRUE;
fShowMaximum = TRUE;
// check if we are repairing a vehicle
if ( Menptr[ pFace->ubSoldierID ].bVehicleUnderRepairID != -1 )
{
// reduce to a multiple of VEHICLE_REPAIR_POINTS_DIVISOR. This way skill too low will show up as 0 repair pts.
sPtsAvailable -= ( sPtsAvailable % VEHICLE_REPAIR_POINTS_DIVISOR );
usMaximumPts -= ( usMaximumPts % VEHICLE_REPAIR_POINTS_DIVISOR );
}
break;
}
// Check for being serviced...
if ( MercPtrs[ pFace->ubSoldierID ]->ubServicePartner != NOBODY )
{
// Doctor...
sIconIndex = 1;
fDoIcon = TRUE;
}
if ( MercPtrs[ pFace->ubSoldierID ]->ubServiceCount != 0 )
{
// Patient
sIconIndex = 2;
fDoIcon = TRUE;
}
if ( fDoIcon )
{
// Find X, y for placement
GetXYForIconPlacement( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY );
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
// ATE: Show numbers only in mapscreen
if( fShowNumber )
{
SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
if ( fShowMaximum )
{
swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
}
else
{
swprintf( sString, L"%d", sPtsAvailable );
}
usTextWidth = StringPixLength( sString, FONT10ARIAL );
usTextWidth += 1;
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontBackground( FONT_BLACK );
mprintf( sFaceX + pFace->usFaceWidth - usTextWidth, ( INT16 )( sFaceY + 3 ), sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
}
}
else
{
if ( pFace->ubCharacterNum == FATHER || pFace->ubCharacterNum == MICKY )
{
if ( gMercProfiles[ pFace->ubCharacterNum ].bNPCData >= 5 )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, 0, 8 );
}
}
}
// WANNE: At the end of the method, draw the red opponent count on the merc face in the upper left corner!
if (drawOpponentCount)
{
SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
swprintf( sString, L"%d", pSoldier->aiData.bOppCnt );
SetFont( TINYFONT1 );
SetFontForeground( FONT_DKRED );
SetFontBackground( FONT_NEARBLACK );
sX1 = (INT16)( sFaceX );
sY1 = (INT16)( sFaceY );
sX2 = sX1 + StringPixLength( sString, TINYFONT1 ) + 1;
sY2 = sY1 + GetFontHeight( TINYFONT1 ) - 1;
mprintf( (INT16)( sX1 + 1), (INT16)( sY1 - 1 ), sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// Draw box
pDestBuf = LockVideoSurface( uiRenderBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
usLineColor = Get16BPPColor( FROMRGB( 105, 8, 9 ) );
RectangleDraw( TRUE, sX1, sY1, sX2, sY2, usLineColor, pDestBuf );
UnLockVideoSurface( uiRenderBuffer );
}
}
BOOLEAN RenderAutoFace( INT32 iFaceIndex )
{
FACETYPE *pFace;
// Check face index
CHECKF( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// Check for a valid slot!
CHECKF( pFace->fAllocated != FALSE );
// Check for disabled guy!
CHECKF( pFace->fDisabled != TRUE );
// Set shade
if ( pFace->ubSoldierID != NOBODY )
{
SetFaceShade( MercPtrs[ pFace->ubSoldierID ], pFace, FALSE );
}
// Blit face to save buffer!
if ( pFace->uiAutoRestoreBuffer != FACE_NO_RESTORE_BUFFER )
{
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
BltVideoObjectFromIndex( pFace->uiAutoRestoreBuffer, pFace->uiVideoObject, 0, pFace->usFaceX, pFace->usFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( pFace->uiAutoRestoreBuffer, pFace->uiVideoObject, 0, 0, 0, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
HandleRenderFaceAdjustments( pFace, FALSE, FALSE, 0, pFace->usFaceX, pFace->usFaceY, pFace->usEyesX, pFace->usEyesY );
// Restore extern rect
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( iFaceIndex, (INT16)( pFace->usFaceX ), (INT16)( pFace->usFaceY ), (INT16)( pFace->usFaceX ), (INT16)( pFace->usFaceY ), ( INT16)( pFace->usFaceWidth ), (INT16)( pFace->usFaceHeight ) );
}
else
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usFaceX, pFace->usFaceY, 0, 0, pFace->usFaceWidth, pFace->usFaceHeight );
}
return( TRUE );
}
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT8 ubSoldierID, INT16 sX, INT16 sY )
{
// Check for valid soldier
CHECKF( ubSoldierID != NOBODY );
return( ExternRenderFace( uiBuffer, MercPtrs[ ubSoldierID ]->iFaceIndex, sX, sY ) );
}
BOOLEAN ExternRenderFace( UINT32 uiBuffer, INT32 iFaceIndex, INT16 sX, INT16 sY )
{
UINT16 usEyesX;
UINT16 usEyesY;
UINT16 usMouthX;
UINT16 usMouthY;
FACETYPE *pFace;
// Check face index
CHECKF( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// Check for a valid slot!
CHECKF( pFace->fAllocated != FALSE );
// Here, any face can be rendered, even if disabled
// Set shade
if ( pFace->ubSoldierID != NOBODY )
{
SetFaceShade( MercPtrs[ pFace->ubSoldierID ], pFace , TRUE );
}
// Blit face to save buffer!
BltVideoObjectFromIndex( uiBuffer, pFace->uiVideoObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
GetFaceRelativeCoordinates( pFace, &usEyesX, &usEyesY, &usMouthX, &usMouthY );
HandleRenderFaceAdjustments( pFace, FALSE, TRUE, uiBuffer, sX, sY, ( UINT16)( sX + usEyesX ), ( UINT16)( sY + usEyesY ) );
// Restore extern rect
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sX, sY, pFace->usFaceWidth, pFace->usFaceWidth );
}
return( TRUE );
}
void NewEye( FACETYPE *pFace )
{
switch(pFace->sEyeFrame)
{
case 0 : //pFace->sEyeFrame = (INT16)Random(2); // normal - can blink or frown
if ( pFace->ubExpression == ANGRY )
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 3;
}
else if ( pFace->ubExpression == SURPRISED )
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 4;
}
else
//if (pFace->sEyeFrame && Talk.talking && Talk.expression != DYING)
/// pFace->sEyeFrame = 3;
//else
pFace->sEyeFrame = 1;
break;
case 1 : // starting to blink - has to finish unless dying
//if (Talk.expression == DYING)
// pFace->sEyeFrame = 1;
//else
pFace->sEyeFrame = 2;
break;
case 2 : //pFace->sEyeFrame = (INT16)Random(2); // finishing blink - can go normal or frown
//if (pFace->sEyeFrame && Talk.talking)
// pFace->sEyeFrame = 3;
//else
// if (Talk.expression == ANGRY)
// pFace->sEyeFrame = 3;
// else
pFace->sEyeFrame = 0;
break;
case 3 : //pFace->sEyeFrame = 4; break; // frown
pFace->ubEyeWait++;
if ( pFace->ubEyeWait > 6 )
{
pFace->sEyeFrame = 0;
}
break;
case 4 :
pFace->ubEyeWait++;
if ( pFace->ubEyeWait > 6 )
{
pFace->sEyeFrame = 0;
}
break;
case 5 : pFace->sEyeFrame = 6;
pFace->sEyeFrame = 0;
break;
case 6 : pFace->sEyeFrame = 7; break;
case 7 : pFace->sEyeFrame = (INT16)Random(2); // can stop frowning or continue
//if (pFace->sEyeFrame && Talk.expression != DYING)
// pFace->sEyeFrame = 8;
//else
// pFace->sEyeFrame = 0;
//break;
case 8 : pFace->sEyeFrame = 9; break;
case 9 : pFace->sEyeFrame = 10; break;
case 10: pFace->sEyeFrame = 11; break;
case 11: pFace->sEyeFrame = 12; break;
case 12: pFace->sEyeFrame = 0; break;
}
}
void NewMouth( FACETYPE *pFace )
{
BOOLEAN OK = FALSE;
UINT16 sOld = pFace->sMouthFrame;
// if (audio_gap_active == 1)
// {
// Talk.mouth = 0;
// return;
// }
do
{
//Talk.mouth = random(4);
pFace->sMouthFrame = (INT16)Random(6);
if ( pFace->sMouthFrame > 3)
{
pFace->sMouthFrame = 0;
}
switch( sOld)
{
case 0 : if ( pFace->sMouthFrame != 0 )
OK = TRUE;
break;
case 1 : if ( pFace->sMouthFrame != 1 )
OK = TRUE;
break;
case 2 : if ( pFace->sMouthFrame != 2 )
OK = TRUE;
break;
case 3 : if ( pFace->sMouthFrame != 3 )
OK = TRUE;
break;
}
} while (!OK);
}
void HandleAutoFaces( )
{
UINT32 uiCount;
FACETYPE *pFace;
INT8 bLife;
INT8 bInSector;
INT16 bAPs;
BOOLEAN fRerender = FALSE;
BOOLEAN fHandleFace;
BOOLEAN fHandleUIHatch;
SOLDIERTYPE *pSoldier;
for ( uiCount = 0; uiCount < guiNumFaces; uiCount++ )
{
fRerender = FALSE;
fHandleFace = TRUE;
fHandleUIHatch = FALSE;
// OK, NOW, check if our bLife status has changed, re-render if so!
if ( gFacesData[ uiCount ].fAllocated )
{
pFace = &gFacesData[ uiCount ];
// Are we a soldier?
if ( pFace->ubSoldierID != NOBODY )
{
// Get Life now
pSoldier = MercPtrs[ pFace->ubSoldierID ];
bLife = pSoldier->stats.bLife;
bInSector = pSoldier->bInSector;
bAPs = pSoldier->bActionPoints;
if ( pSoldier->ubID == gsSelectedGuy && gfUIHandleSelectionAboveGuy )
{
pFace->uiFlags |= FACE_SHOW_WHITE_HILIGHT;
}
else
{
pFace->uiFlags &= ( ~FACE_SHOW_WHITE_HILIGHT );
}
if ( pSoldier->sGridNo != pSoldier->pathing.sFinalDestination && !TileIsOutOfBounds(pSoldier->sGridNo))
{
pFace->uiFlags |= FACE_SHOW_MOVING_HILIGHT;
}
else
{
pFace->uiFlags &= ( ~FACE_SHOW_MOVING_HILIGHT );
}
if ( pSoldier->bStealthMode != pFace->bOldStealthMode )
{
fRerender = TRUE;
}
// Check if we have fallen below OKLIFE...
if ( bLife < OKLIFE && pFace->bOldSoldierLife >= OKLIFE )
{
fRerender = TRUE;
}
if ( bLife >= OKLIFE && pFace->bOldSoldierLife < OKLIFE )
{
fRerender = TRUE;
}
// Check if we have fallen below CONSCIOUSNESS
if ( bLife < CONSCIOUSNESS && pFace->bOldSoldierLife >= CONSCIOUSNESS )
{
fRerender = TRUE;
}
if ( bLife >= CONSCIOUSNESS && pFace->bOldSoldierLife < CONSCIOUSNESS )
{
fRerender = TRUE;
}
if ( pSoldier->aiData.bOppCnt != pFace->bOldOppCnt )
{
fRerender = TRUE;
}
// Check if assignment is idfferent....
if ( pSoldier->bAssignment != pFace->bOldAssignment )
{
pFace->bOldAssignment = pSoldier->bAssignment;
fRerender = TRUE;
}
// Check if we have fallen below CONSCIOUSNESS
if ( bAPs == 0 && pFace->bOldActionPoints > 0 )
{
fRerender = TRUE;
}
if ( bAPs > 0 && pFace->bOldActionPoints == 0 )
{
fRerender = TRUE;
}
if ( !( pFace->uiFlags & FACE_SHOW_WHITE_HILIGHT ) && pFace->fOldShowHighlight )
{
fRerender = TRUE;
}
if ( ( pFace->uiFlags & FACE_SHOW_WHITE_HILIGHT ) && !( pFace->fOldShowHighlight ) )
{
fRerender = TRUE;
}
if ( !( pFace->uiFlags & FACE_SHOW_MOVING_HILIGHT ) && pFace->fOldShowMoveHilight )
{
fRerender = TRUE;
}
if ( ( pFace->uiFlags & FACE_SHOW_MOVING_HILIGHT ) && !( pFace->fOldShowMoveHilight ) )
{
fRerender = TRUE;
}
if ( pFace->ubOldServiceCount != pSoldier->ubServiceCount )
{
fRerender = TRUE;
pFace->ubOldServiceCount = pSoldier->ubServiceCount;
}
if ( pFace->fOldCompatibleItems != pFace->fCompatibleItems || gfInItemPickupMenu || gpItemPointer != NULL )
{
fRerender = TRUE;
pFace->fOldCompatibleItems = pFace->fCompatibleItems;
}
if ( pFace->ubOldServicePartner != pSoldier->ubServicePartner )
{
fRerender = TRUE;
pFace->ubOldServicePartner = pSoldier->ubServicePartner;
}
pFace->fOldHandleUIHatch = fHandleUIHatch;
pFace->bOldSoldierLife = bLife;
pFace->bOldActionPoints = bAPs;
pFace->bOldStealthMode = pSoldier->bStealthMode;
pFace->bOldOppCnt = pSoldier->aiData.bOppCnt;
if ( pFace->uiFlags & FACE_SHOW_WHITE_HILIGHT )
{
pFace->fOldShowHighlight = TRUE;
}
else
{
pFace->fOldShowHighlight = FALSE;
}
if ( pFace->uiFlags & FACE_SHOW_MOVING_HILIGHT )
{
pFace->fOldShowMoveHilight = TRUE;
}
else
{
pFace->fOldShowMoveHilight = FALSE;
}
if ( pSoldier->flags.fGettingHit && pSoldier->flags.fFlashPortrait == FLASH_PORTRAIT_STOP )
{
pSoldier->flags.fFlashPortrait = TRUE;
pSoldier->bFlashPortraitFrame = FLASH_PORTRAIT_STARTSHADE;
RESETTIMECOUNTER( pSoldier->timeCounters.PortraitFlashCounter, FLASH_PORTRAIT_DELAY );
fRerender = TRUE;
}
if ( pSoldier->flags.fFlashPortrait == FLASH_PORTRAIT_START )
{
// Loop through flash values
if ( TIMECOUNTERDONE( pSoldier->timeCounters.PortraitFlashCounter, FLASH_PORTRAIT_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->timeCounters.PortraitFlashCounter, FLASH_PORTRAIT_DELAY );
pSoldier->bFlashPortraitFrame++;
if ( pSoldier->bFlashPortraitFrame > FLASH_PORTRAIT_ENDSHADE )
{
pSoldier->bFlashPortraitFrame = FLASH_PORTRAIT_ENDSHADE;
if ( pSoldier->flags.fGettingHit )
{
pSoldier->flags.fFlashPortrait = FLASH_PORTRAIT_WAITING;
}
else
{
// Render face again!
pSoldier->flags.fFlashPortrait = FLASH_PORTRAIT_STOP;
}
fRerender = TRUE;
}
}
}
// CHECK IF WE WERE WAITING FOR GETTING HIT TO FINISH!
if ( !pSoldier->flags.fGettingHit && pSoldier->flags.fFlashPortrait == FLASH_PORTRAIT_WAITING )
{
pSoldier->flags.fFlashPortrait = FALSE;
fRerender = TRUE;
}
if ( pSoldier->flags.fFlashPortrait == FLASH_PORTRAIT_START )
{
fRerender = TRUE;
}
if( pFace->uiFlags & FACE_REDRAW_WHOLE_FACE_NEXT_FRAME )
{
pFace->uiFlags &= ~FACE_REDRAW_WHOLE_FACE_NEXT_FRAME;
fRerender = TRUE;
}
if ( fInterfacePanelDirty == DIRTYLEVEL2 && guiCurrentScreen == GAME_SCREEN )
{
fRerender = TRUE;
}
if ( fRerender )
{
RenderAutoFace( uiCount );
}
if ( bLife < CONSCIOUSNESS )
{
fHandleFace = FALSE;
}
}
if ( fHandleFace )
{
BlinkAutoFace( uiCount );
}
MouthAutoFace( uiCount );
}
}
}
void HandleTalkingAutoFaces( )
{
UINT32 uiCount;
FACETYPE *pFace;
for ( uiCount = 0; uiCount < guiNumFaces; uiCount++ )
{
// OK, NOW, check if our bLife status has changed, re-render if so!
if ( gFacesData[ uiCount ].fAllocated )
{
pFace = &gFacesData[ uiCount ];
HandleTalkingAutoFace( uiCount );
}
}
}
BOOLEAN FaceRestoreSavedBackgroundRect( INT32 iFaceIndex, INT16 sDestLeft, INT16 sDestTop, INT16 sSrcLeft, INT16 sSrcTop, INT16 sWidth, INT16 sHeight )
{
FACETYPE *pFace;
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
UINT8 *pDestBuf, *pSrcBuf;
// Check face index
CHECKF( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
// DOn't continue if we do not want the resotre to happen ( ei blitting entrie thing every frame...
if ( pFace->uiAutoRestoreBuffer == FACE_NO_RESTORE_BUFFER )
{
return( FALSE );
}
pDestBuf = LockVideoSurface(pFace->uiAutoDisplayBuffer, &uiDestPitchBYTES);
pSrcBuf = LockVideoSurface( pFace->uiAutoRestoreBuffer, &uiSrcPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
sDestLeft , sDestTop,
sSrcLeft , sSrcTop,
sWidth, sHeight);
UnLockVideoSurface(pFace->uiAutoDisplayBuffer);
UnLockVideoSurface(pFace->uiAutoRestoreBuffer);
// Add rect to frame buffer queue
if ( pFace->uiAutoDisplayBuffer == FRAME_BUFFER )
{
InvalidateRegionEx( sDestLeft - 2, sDestTop - 2, (sDestLeft + sWidth + 3), ( sDestTop + sHeight + 2 ), 0 );
}
return(TRUE);
}
BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
FACETYPE *pFace;
pFace = &gFacesData[ iFaceIndex ];
// Set face to talking
pFace->fTalking = TRUE;
pFace->fAnimatingTalking = TRUE;
pFace->fFinishTalking = FALSE;
#ifdef JA2UB
//Ja25: No Meanwhiles
#else
if ( !AreInMeanwhile( ) )
{
TurnOnSectorLocator( pFace->ubCharacterNum );
}
#endif
// Play sample
if( gGameSettings.fOptions[ TOPTION_SPEECH ] )
pFace->uiSoundID = PlayJA2GapSample( zSoundFile, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN, &(pFace->GapList ) );
else
pFace->uiSoundID = SOUND_ERROR;
if ( pFace->uiSoundID != SOUND_ERROR )
{
pFace->fValidSpeech = TRUE;
pFace->uiTalkingFromVeryBeginningTimer = GetJA2Clock( );
}
else
{
pFace->fValidSpeech = FALSE;
// Set delay based on sound...
pFace->uiTalkingTimer = pFace->uiTalkingFromVeryBeginningTimer = GetJA2Clock( );
pFace->uiTalkingDuration = FindDelayForString( zTextString );
}
return( TRUE );
}
BOOLEAN ExternSetFaceTalking( INT32 iFaceIndex, UINT32 uiSoundID )
{
FACETYPE *pFace;
pFace = &gFacesData[ iFaceIndex ];
// Set face to talki ng
pFace->fTalking = TRUE;
pFace->fAnimatingTalking = TRUE;
pFace->fFinishTalking = FALSE;
pFace->fValidSpeech = TRUE;
pFace->uiSoundID = uiSoundID;
return( TRUE );
}
void InternalShutupaYoFace( INT32 iFaceIndex, BOOLEAN fForce )
{
FACETYPE *pFace;
// Check face index
CHECKV( iFaceIndex != -1 );
pFace = &gFacesData[ iFaceIndex ];
if ( pFace->fTalking )
{
// OK, only do this if we have been talking for a min. amount fo time...
if ( ( GetJA2Clock( ) - pFace->uiTalkingFromVeryBeginningTimer ) < 500 && !fForce )
{
return;
}
if ( pFace->uiSoundID != SOUND_ERROR )
{
SoundStop( pFace->uiSoundID );
}
// Remove gap info
AudioGapListDone( &(pFace->GapList) );
// Shutup mouth!
pFace->sMouthFrame = 0;
// ATE: Only change if active!
if ( !pFace->fDisabled )
{
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthX, pFace->usMouthY, pFace->usMouthWidth, pFace->usMouthHeight );
}
else
{
FaceRestoreSavedBackgroundRect( iFaceIndex, pFace->usMouthX, pFace->usMouthY, pFace->usMouthOffsetX, pFace->usMouthOffsetY, pFace->usMouthWidth, pFace->usMouthHeight );
}
}
// OK, smart guy, make sure this guy has finished talking,
// before attempting to end dialogue UI.
pFace->fTalking = FALSE;
// Call dialogue handler function
HandleDialogueEnd( pFace );
pFace->fTalking = FALSE;
pFace->fAnimatingTalking = FALSE;
gfUIWaitingForUserSpeechAdvance = FALSE;
}
}
void ShutupaYoFace( INT32 iFaceIndex )
{
InternalShutupaYoFace( iFaceIndex, TRUE );
}
void SetupFinalTalkingDelay( FACETYPE *pFace )
{
pFace->fFinishTalking = TRUE;
pFace->fAnimatingTalking = FALSE;
pFace->uiTalkingTimer = GetJA2Clock( );
if ( gGameSettings.fOptions[ TOPTION_SUBTITLES ] )
{
//pFace->uiTalkingDuration = FINAL_TALKING_DURATION;
pFace->uiTalkingDuration = 300;
}
else
{
pFace->uiTalkingDuration = 300;
}
pFace->sMouthFrame = 0;
// Close mouth!
if ( !pFace->fDisabled )
{
if ( pFace->uiAutoRestoreBuffer == guiSAVEBUFFER )
{
FaceRestoreSavedBackgroundRect( pFace->iID, pFace->usMouthX, pFace->usMouthY, pFace->usMouthX, pFace->usMouthY, pFace->usMouthWidth, pFace->usMouthHeight );
}
else
{
FaceRestoreSavedBackgroundRect( pFace->iID, pFace->usMouthX, pFace->usMouthY, pFace->usMouthOffsetX, pFace->usMouthOffsetY, pFace->usMouthWidth, pFace->usMouthHeight );
}
}
// Setup flag to wait for advance ( because we have no text! )
if ( gGameSettings.fOptions[ TOPTION_KEY_ADVANCE_SPEECH ] && ( pFace->uiFlags & FACE_POTENTIAL_KEYWAIT ) )
{
// Check if we have had valid speech!
if ( !pFace->fValidSpeech || gGameSettings.fOptions[ TOPTION_SUBTITLES ] )
{
// Set false!
pFace->fFinishTalking = FALSE;
// Set waiting for advance to true!
gfUIWaitingForUserSpeechAdvance = TRUE;
}
}
// Set final delay!
pFace->fValidSpeech = FALSE;
}