Files
source/Tactical/Faces.cpp
T
Wanne 44cf72a2e0 - Fixed compilation error for JA2UB define (by anv)
- Added missing string to _FrenchText.cpp
- Renamed the "#if (defined JA2UB)" to "#ifdef JA2UB" so we are consistent through the code


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-28 18:27:09 +00:00

3138 lines
90 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"
#include "Food.h" // added by Flugente
#endif
#ifdef JA2UB
#include "Ja25_Tactical.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[NUM_PROFILES];
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 == TEX_UB )
{
// SANDRO - old/new traits check (I am not sure if this is used at all)
if ( gGameOptions.fNewTraitSystem )
{
if ( ProfileHasSkillTrait( TEX_UB, RANGER_NT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B%dc.sti", TEX_UB );
}
}
else
{
if ( ProfileHasSkillTrait( TEX_UB, CAMOUFLAGED_OT ) > 0 )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B%dc.sti", TEX_UB );
}
}
}
#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 == TEX_UB && ( gMercProfiles[ TEX_UB ].bSkillTraits[0] == RANGER_NT || gMercProfiles[ TEX_UB ].bSkillTraits[1] == RANGER_NT ) )
{
usEyesX = 13;
usEyesY = 34;
usMouthX = 13;
usMouthY = 55;
}
}
else
{
if( usMercProfileID == TEX_UB && ( gMercProfiles[ TEX_UB ].bSkillTraits[0] == CAMOUFLAGED_OT || gMercProfiles[ TEX_UB ].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)
{
// silversurfer: Worn camo is not relevant for the face anymore. Only camo kits can paint our face.
// 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] > 0 ) //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, UINT32 usLib )
{
INT16 sX, sY;
UINT16 usWidth, usHeight;
ETRLEObject *pTrav;
HVOBJECT hVObject;
// Get height, width of icon...
GetVideoObject( &hVObject, usLib );
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, guiASSIGNMENTICONS );
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, guiASSIGNMENTICONS, 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;
INT16 sIconIndex_Assignment = -1;
BOOLEAN fDoIcon = FALSE;
BOOLEAN fDoIcon_Assignment = FALSE;
UINT32 uiRenderBuffer;
INT16 sPtsAvailable = 0;
FLOAT bPtsAvailable = 0.0; // Flugente: sometimes, we want to display float values...
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;
CHAR16 wShortText[ 8 ]; // added by Flugente to display sector names
// 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;
//MM: fixing the hardcoded craziness here...
// check first face slot
if ( uiFaceItemOne != NONE )
{
if ( Item[uiFaceItemOne].gasmask )
uiFaceItemOne = 1;
else if ( Item[uiFaceItemOne].nightvisionrangebonus > 0 )
uiFaceItemOne = 2;
else if ( Item[uiFaceItemOne].dayvisionrangebonus > 0 || Item[uiFaceItemOne].brightlightvisionrangebonus > 0 )
uiFaceItemOne = 3;
else if ( Item[uiFaceItemOne].hearingrangebonus > 0 )
uiFaceItemOne = 4;
else
uiFaceItemOne = 0;
}
// check second face slot
if ( uiFaceItemTwo != NONE )
{
if ( Item[uiFaceItemTwo].gasmask )
uiFaceItemTwo = 21;
else if ( Item[uiFaceItemTwo].nightvisionrangebonus > 0 )
uiFaceItemTwo = 42;
else if ( Item[uiFaceItemTwo].dayvisionrangebonus > 0 || Item[uiFaceItemTwo].brightlightvisionrangebonus > 0 )
uiFaceItemTwo = 63;
else if ( Item[uiFaceItemTwo].hearingrangebonus > 0 )
uiFaceItemTwo = 84;
else
uiFaceItemTwo = 0;
}
// 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 )
{
// 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;
}
// 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);
}
}
}
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++;
}
// Flugente: add drug symbol if drugged (without alcohol 'drug')
if ( MercDruggedButNotDrunk( MercPtrs[ pFace->ubSoldierID ] ) )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 7 );
bNumRightIcons++;
}
if ( GetDrunkLevel( MercPtrs[ pFace->ubSoldierID ] ) != SOBER )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 8 );
bNumRightIcons++;
}
// Flugente: food system - symbols used if hungry or thirsty
if ( gGameOptions.fFoodSystem )
{
if ( MercPtrs[ pFace->ubSoldierID ]->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 9 );
bNumRightIcons++;
}
if ( MercPtrs[ pFace->ubSoldierID ]->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 10 );
bNumRightIcons++;
}
}
// Flugente: are we supplying ammo to someone else?
if ( gGameExternalOptions.ubExternalFeeding > 0 )
{
UINT8 ubID1 = 0;
UINT16 ubGunSlot1 = 0;
UINT16 ubFaceSlot1 = 0;
UINT8 ubID2 = 0;
UINT16 ubGunSlot2 = 0;
UINT16 ubFaceSlot2 = 0;
if ( MercPtrs[ pFace->ubSoldierID ]->IsFeedingExternal( &ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2 ) )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 11 );
bNumRightIcons++;
}
}
// Flugente: add an icon if we are currently in disguise
if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 12 );
bNumRightIcons++;
}
// Flugente: add an icon if we are performing a multi-turn action
if ( MercPtrs[ pFace->ubSoldierID ]->GetMultiTurnAction() > MTA_NONE )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 14 );
bNumRightIcons++;
}
// Flugente: icons for radio operator actions (not the assignment)
if ( MercPtrs[ pFace->ubSoldierID ]->bAssignment != RADIO_SCAN )
{
if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING|SOLDIER_RADIO_OPERATOR_LISTENING) )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 19 );
bNumRightIcons++;
}
else if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 20 );
bNumRightIcons++;
}
}
// Flugente: spotter
if ( MercPtrs[ pFace->ubSoldierID ]->usSkillCounter[SOLDIER_COUNTER_SPOTTER] > 0 )
{
if ( MercPtrs[ pFace->ubSoldierID ]->IsSpotting() )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 24 );
bNumRightIcons++;
}
else
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 23 );
bNumRightIcons++;
}
}
switch( pSoldier->bAssignment )
{
case DOCTOR:
sIconIndex_Assignment = 1;
fDoIcon_Assignment = 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_Assignment = 2;
fDoIcon_Assignment = 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_Assignment = 3;
fDoIcon_Assignment = 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_Assignment = 0;
fDoIcon_Assignment = 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;
case RADIO_SCAN:
sIconIndex_Assignment = 19;
fDoIcon_Assignment = TRUE;
break;
case MOVE_EQUIPMENT:
{
sIconIndex_Assignment = 15;
fDoIcon_Assignment = TRUE;
GetShortSectorString( SECTORX(pSoldier->usItemMoveSectorID), SECTORY(pSoldier->usItemMoveSectorID), wShortText );
fShowNumber = TRUE;
fShowMaximum = TRUE;
}
break;
case FACILITY_INTERROGATE_PRISONERS:
sIconIndex_Assignment = 13;
fDoIcon_Assignment = TRUE;
sPtsAvailable = (INT16)( CalculateInterrogationValue(pSoldier, &usMaximumPts ) );
fShowNumber = TRUE;
fShowMaximum = TRUE;
break;
}
// Check for being serviced...
if ( MercPtrs[ pFace->ubSoldierID ]->ubServicePartner != NOBODY )
{
// Doctor...
sIconIndex_Assignment = 1;
fDoIcon_Assignment = TRUE;
}
if ( MercPtrs[ pFace->ubSoldierID ]->ubServiceCount != 0 )
{
// Patient
sIconIndex_Assignment = 2;
fDoIcon_Assignment = TRUE;
}
if ( fDoIcon_Assignment )
{
// Find X, y for placement
GetXYForIconPlacement( pFace, sIconIndex_Assignment, sFaceX, sFaceY, &sIconX, &sIconY, guiASSIGNMENTICONS );
BltVideoObjectFromIndex( uiRenderBuffer, guiASSIGNMENTICONS, sIconIndex_Assignment, 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 )
{
if ( pSoldier->bAssignment == MOVE_EQUIPMENT )
swprintf( sString, L"%s", wShortText );
else
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 ( fDoIcon )
{
// Find X, y for placement
GetXYForIconPlacement( pFace, sIconIndex, sFaceX, sFaceY, &sIconX, &sIconY, guiPORTRAITICONS );
BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
fDoIcon = FALSE;
bNumRightIcons++;
}
}
}
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;
}