Files
source/Tactical/Faces.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

2290 lines
60 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"
#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;
typedef struct
{
INT8 bEyesX;
INT8 bEyesY;
INT8 bMouthX;
INT8 bMouthY;
} RPC_SMALL_FACE_VALUES;
RPC_SMALL_FACE_VALUES gRPCSmallFaceValues[ ] =
{
9, 8, 8, 24, // MIGUEL ( 57 )
8, 8, 7, 24, // CARLOS ( 58 )
10, 8, 8, 26, // IRA ( 59 )
7, 8, 7, 26, // DIMITRI ( 60 )
6, 7, 7, 23, // DEVIN ( 61 )
0, 0, 0, 0, // THE RAT ( 62 )
8, 7, 8, 23, // ( 63 )
8, 8, 8, 22, // SLAY ( 64 )
0, 0, 0, 0, // ( 65 )
9, 4, 7, 22, // DYNAMO ( 66 )
8, 8, 8, 25, // SHANK ( 67 )
4, 6, 5, 22, // IGGY ( 68 )
8, 9, 7, 25, // VINCE ( 69 )
4, 7, 5, 25, // CONRAD ( 70 )
9, 7, 8, 22, // CARL ( 71 )
9, 7, 9, 25, // MADDOG ( 72 )
0, 0, 0, 0, // ( 73 )
0, 0, 0, 0, // ( 74 )
9, 3, 8, 23, // MARIA ( 88 )
9, 3, 8, 25, // JOEY ( 90 )
11, 7, 9, 24, // SKYRIDER ( 97 )
9, 5, 7, 23, // Miner ( 106 )
6, 4, 6, 24, // JOHN ( 118 )
12,4, 10, 24, // ( 119 )
8, 6, 8, 23, // Miner ( 148 )
6, 5, 6, 23, // Miner ( 156 )
13, 7, 11, 24, // Miner ( 157 )
9, 7, 8, 22, // Miner ( 158 )
};
UINT8 gubRPCSmallFaceProfileNum[] =
{
57, // entry 0
58,
59,
60,
61,
62,
63,
64,
65,
66, // entry 9
67,
68,
69,
70,
71,
72,
73,
74,
88,
90, // entry 19
97,
106,
118,
119,
148, // entry 24
156,
157,
158,
};
UINT8 ubRPCNumSmallFaceValues = 28;
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 )
{
// 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 );
}
}
else if ( usMercProfileID == TEX )
{
if( gMercProfiles[ TEX ].bSkillTrait2 == CAMOUFLAGED )
{
sprintf( VObjectDesc.ImageFile, "FACES\\B167c.sti" );
}
}
}
else
{
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;
//if( usMercProfileID == TEX && gMercProfiles[ TEX ].bSkillTrait2 == CAMOUFLAGED )
//{
// usEyesX = 13;
// usEyesY = 34;
// usMouthX = 13;
// usMouthY = 55;
//}
// Use some other values for x,y, base on if we are a RPC!
if ( !( pFace->uiFlags & FACE_BIGFACE ) ||( pFace->uiFlags & FACE_FORCE_SMALL ))
{
if (usMercProfileID == TEX)
{
// 3, 6, 3, 23, // Tex ( 64 )
usEyesX = 3;
usEyesY = 6;
usMouthX = 3;
usMouthY = 23;
}
else if (usMercProfileID == BIGGENS)
{
// 5, 6, 5, 25, // Biggens ( 61 )
usEyesX = 5;
usEyesY = 6;
usMouthX = 5;
usMouthY = 25;
}
// Are we a recruited merc? .. or small?
else if( ( gMercProfiles[ usMercProfileID ].ubMiscFlags & ( PROFILE_MISC_FLAG_RECRUITED | PROFILE_MISC_FLAG_EPCACTIVE ) ) ||( 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 ( gubRPCSmallFaceProfileNum[ cnt ] == usMercProfileID )
{
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 ]->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;
}
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 ]->bLife < OKLIFE ) ||
( MercPtrs[ pFace->ubSoldierID ]->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 ]->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->bLife < OKLIFE )
{
SetObjectHandleShade( pFace->uiVideoObject, FLASH_PORTRAIT_DARKSHADE );
}
// ATE: Don't shade for damage if blitting extern face...
if ( !fExternBlit )
{
if ( pSoldier->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 ) );
}
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 fAtGunRange = FALSE;
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;
// 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 ]->bLife < CONSCIOUSNESS || MercPtrs[ pFace->ubSoldierID ]->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 ]->fMercAsleep == TRUE )
{
// blit eyes closed
BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 1, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if ( ( pSoldier->uiStatusFlags & SOLDIER_DEAD ) )
{
// IF we are in the process of doing any deal/close animations, show face, not skill...
if ( !pSoldier->fClosePanel && !pSoldier->fDeadPanel && !pSoldier->fUIdeadMerc && !pSoldier->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->bOppCnt != 0 )
#else
if ( pSoldier->bOppCnt > 0 )
#endif
{
SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
swprintf( sString, L"%d", pSoldier->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 ]->uiStatusFlags & SOLDIER_ROBOT )
{
if ( !CanRobotBeControlled( MercPtrs[ pFace->ubSoldierID ] ) )
{
// Not controlled robot
sIconIndex = 5;
fDoIcon = TRUE;
}
}
if ( ControllingRobot( MercPtrs[ pFace->ubSoldierID ] ) )
{
// controlling robot
sIconIndex = 4;
fDoIcon = TRUE;
}
// If blind...
if ( MercPtrs[ pFace->ubSoldierID ]->bBlindedCounter > 0 )
{
DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 6 );
bNumRightIcons++;
}
if ( MercPtrs[ pFace->ubSoldierID ]->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 ]->bLife;
usMaximumPts = MercPtrs[ pFace->ubSoldierID ]->bLifeMax;
fShowNumber = TRUE;
fShowMaximum = TRUE;
break;
case TRAIN_SELF:
case TRAIN_TOWN:
case TRAIN_TEAMMATE:
case TRAIN_BY_OTHER:
sIconIndex = 3;
fDoIcon = TRUE;
fShowNumber = TRUE;
fShowMaximum = TRUE;
// there could be bonus pts for training at gun range
if ( ( MercPtrs[ pFace->ubSoldierID ]->sSectorX == 13) && (MercPtrs[ pFace->ubSoldierID ]->sSectorY == MAP_ROW_H) && (MercPtrs[ pFace->ubSoldierID ]->bSectorZ == 0) )
{
fAtGunRange = TRUE;
}
switch( MercPtrs[ pFace->ubSoldierID ]->bAssignment )
{
case( TRAIN_SELF ):
sPtsAvailable = GetSoldierTrainingPts( MercPtrs[ pFace->ubSoldierID ], MercPtrs[ pFace->ubSoldierID ]->bTrainStat, fAtGunRange, &usMaximumPts );
break;
case( TRAIN_BY_OTHER ):
sPtsAvailable = GetSoldierStudentPts( MercPtrs[ pFace->ubSoldierID ], MercPtrs[ pFace->ubSoldierID ]->bTrainStat, fAtGunRange, &usMaximumPts );
break;
case( TRAIN_TOWN ):
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, fAtGunRange, &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 );
}
}
}
}
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;
INT8 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->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->sFinalDestination && pSoldier->sGridNo != NOWHERE )
{
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->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->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->fGettingHit && pSoldier->fFlashPortrait == FLASH_PORTRAIT_STOP )
{
pSoldier->fFlashPortrait = TRUE;
pSoldier->bFlashPortraitFrame = FLASH_PORTRAIT_STARTSHADE;
RESETTIMECOUNTER( pSoldier->PortraitFlashCounter, FLASH_PORTRAIT_DELAY );
fRerender = TRUE;
}
if ( pSoldier->fFlashPortrait == FLASH_PORTRAIT_START )
{
// Loop through flash values
if ( TIMECOUNTERDONE( pSoldier->PortraitFlashCounter, FLASH_PORTRAIT_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->PortraitFlashCounter, FLASH_PORTRAIT_DELAY );
pSoldier->bFlashPortraitFrame++;
if ( pSoldier->bFlashPortraitFrame > FLASH_PORTRAIT_ENDSHADE )
{
pSoldier->bFlashPortraitFrame = FLASH_PORTRAIT_ENDSHADE;
if ( pSoldier->fGettingHit )
{
pSoldier->fFlashPortrait = FLASH_PORTRAIT_WAITING;
}
else
{
// Render face again!
pSoldier->fFlashPortrait = FLASH_PORTRAIT_STOP;
}
fRerender = TRUE;
}
}
}
// CHECK IF WE WERE WAITING FOR GETTING HIT TO FINISH!
if ( !pSoldier->fGettingHit && pSoldier->fFlashPortrait == FLASH_PORTRAIT_WAITING )
{
pSoldier->fFlashPortrait = FALSE;
fRerender = TRUE;
}
if ( pSoldier->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;
if ( !AreInMeanwhile( ) )
{
TurnOnSectorLocator( pFace->ubCharacterNum );
}
// 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;
}