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Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
549 lines
16 KiB
C++
549 lines
16 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include "sgp.h"
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#include "himage.h"
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#include "vobject.h"
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#include "interface utils.h"
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#include "render dirty.h"
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#include "interface.h"
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#include "interface control.h"
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#include "sysutil.h"
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#include "faces.h"
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#include "render dirty.h"
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#include "weapons.h"
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#include "Overhead.h"
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#include "Soldier macros.h"
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#include "line.h"
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#include "WCheck.h"
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#include "Vehicles.h"
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#include "GameSettings.h"
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#endif
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR FROMRGB( 200, 0, 0 )
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#define BANDAGE_BAR_SHADOW FROMRGB( 156, 60, 60 )
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#define BANDAGE_BAR FROMRGB( 222, 132, 132 )
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#define BLEEDING_BAR_SHADOW FROMRGB( 128, 128, 60 )
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#define BLEEDING_BAR FROMRGB( 240, 240, 20 )
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#define CURR_BREATH_BAR_SHADOW FROMRGB( 8, 12, 118 ) // the MAX max breatth, always at 100%
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#define CURR_BREATH_BAR FROMRGB( 8, 12, 160 )
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#define CURR_MAX_BREATH FROMRGB( 0, 0, 0 ) // the current max breath, black
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#define CURR_MAX_BREATH_SHADOW FROMRGB( 0, 0, 0 )
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#define MORALE_BAR_SHADOW FROMRGB( 8, 112, 12 )
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#define MORALE_BAR FROMRGB( 8, 180, 12 )
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#define BREATH_BAR_SHADOW FROMRGB( 60, 108, 108 ) // the lt blue current breath
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#define BREATH_BAR FROMRGB( 113, 178, 218 )
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#define BREATH_BAR_SHAD_BACK FROMRGB( 1,1,1 )
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#define FACE_WIDTH 48
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#define FACE_HEIGHT 43
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// backgrounds for breath max background
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extern UINT32 guiBrownBackgroundForTeamPanel;
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extern UINT32 guiGoldBackgroundForTeamPanel;
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// selected grunt
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extern UINT16 gusSelectedSoldier;
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// car portraits
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enum{
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ELDORADO_PORTRAIT =0,
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HUMMER_PORTRAIT,
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ICE_CREAM_TRUCT_PORTRAIT,
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JEEP_PORTRAIT,
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NUMBER_CAR_PORTRAITS,
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};
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// the ids for the car portraits
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//INT32 giCarPortraits[ 4 ] = { -1, -1, -1, -1 };
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INT32 giCarPortraits[ NUM_PROFILES ];
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// the car portrait file names
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STR pbCarPortraitFileNames[ ]={
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"INTERFACE\\eldorado.sti",
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"INTERFACE\\Hummer.sti",
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"INTERFACE\\ice Cream Truck.sti",
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"INTERFACE\\Jeep.sti",
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};
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// load int he portraits for the car faces that will be use in mapscreen
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BOOLEAN LoadCarPortraitValues( void )
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{
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INT32 iCounter = 0;
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VOBJECT_DESC VObjectDesc;
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/*
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if( giCarPortraits[ 0 ] != -1 )
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{
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return FALSE;
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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{
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, gNewVehicle[ iCounter ].szIconFace );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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}
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}
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/*
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for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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sprintf( VObjectDesc.ImageFile, pbCarPortraitFileNames[ iCounter ] );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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}*/
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return( TRUE );
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}
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// get rid of the images we loaded for the mapscreen car portraits
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void UnLoadCarPortraits( void )
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{
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INT32 iCounter = 0;
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// car protraits loaded?
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/*
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if( giCarPortraits[ 0 ] == -1 )
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{
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return;
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}
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for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
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{
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DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
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giCarPortraits[ iCounter ] = -1;
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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{
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter )
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{
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DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
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}
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}
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return;
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}
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void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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INT8 bBandage;
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// Erase what was there
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if( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->stats.bLife == 0 )
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{
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// are they dead?
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return;
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO MAX LIFE
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dPercentage = (FLOAT)pSoldier->stats.bLife / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( LIFE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BANDAGE
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// Calculate bandage
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bBandage = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
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if ( bBandage )
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{
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dPercentage = (FLOAT)bBandage / (FLOAT)100;
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dStart = (FLOAT)( sYPos - dEnd );
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dEnd = ( dPercentage * sHeight );
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usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BANDAGE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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// NOW DO BLEEDING
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if ( pSoldier->bBleeding )
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{
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dPercentage = (FLOAT)pSoldier->bBleeding / (FLOAT)100;
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dStart = (FLOAT)( dStart - dEnd );
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dEnd = ( dPercentage * sHeight );
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usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BLEEDING_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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UnLockVideoSurface( uiBuffer );
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}
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void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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HVOBJECT hHandle;
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// Erase what was there
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if ( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->stats.bLife == 0 )
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{
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// are they dead?
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return;
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}
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// DO MAX MAX BREATH
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dPercentage = 1.;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// brown guy
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GetVideoObject( &hHandle, guiBrownBackgroundForTeamPanel );
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// DO MAX BREATH
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if( guiCurrentScreen != MAP_SCREEN )
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{
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if( gusSelectedSoldier == pSoldier->ubID && gTacticalStatus.ubCurrentTeam == OUR_TEAM && OK_INTERRUPT_MERC( pSoldier ) )
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{
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// gold, the second entry in the .sti
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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if( pSoldier->bBreathMax <= 97 )
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{
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dPercentage = (FLOAT)( ( pSoldier->bBreathMax + 3 ) )/ (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// the old background colors for breath max diff
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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dPercentage = (FLOAT)pSoldier->bBreathMax / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_MAX_BREATH );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BREATH
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dPercentage = (FLOAT)pSoldier->bBreath / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_BREATH_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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// Erase what was there
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if ( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->stats.bLife == 0 )
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{
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// are they dead?
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return;
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO BREATH
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dPercentage = (FLOAT)pSoldier->aiData.bMorale / (FLOAT)100;
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|
dEnd = dPercentage * sHeight;
|
|
dStart = sYPos;
|
|
|
|
usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
|
|
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
|
|
|
|
usLineColor = Get16BPPColor( MORALE_BAR );
|
|
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
|
|
|
|
usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
|
|
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
|
|
|
|
|
|
UnLockVideoSurface( uiBuffer );
|
|
|
|
}
|
|
|
|
|
|
void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, INT16 sColor1, INT16 sColor2, BOOLEAN fErase, UINT32 uiBuffer, UINT8 iter )
|
|
{
|
|
FLOAT dStart, dEnd, dPercentage;
|
|
//UINT16 usLineColor;
|
|
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf;
|
|
UINT16 usLineColor;
|
|
INT16 sValue;
|
|
|
|
|
|
if ( ubStatus >= DRAW_ITEM_STATUS_ATTACHMENT1 )
|
|
{
|
|
sValue = 0;
|
|
OBJECTTYPE* pAttachment = (*pObject)[iter]->GetAttachmentAtIndex( ubStatus - DRAW_ITEM_STATUS_ATTACHMENT1 );
|
|
if (pAttachment->exists()) {
|
|
sValue = (*pAttachment)[iter]->data.objectStatus;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ubStatus < pObject->ubNumberOfObjects) {
|
|
sValue = (*pObject)[ ubStatus ]->data.objectStatus;
|
|
}
|
|
else {
|
|
sValue = 0;
|
|
}
|
|
}
|
|
|
|
// Adjust for ammo, other thingys..
|
|
if( Item[ pObject->usItem ].usItemClass & IC_AMMO )
|
|
{
|
|
|
|
sValue = sValue * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
|
|
|
|
if ( sValue < 0 )
|
|
{
|
|
sValue = (*pObject)[iter]->data.ubShotsLeft * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
|
|
DebugMsg ( TOPIC_JA2, DBG_LEVEL_3, String("Ammo status: shots left %d * 100 / Mag Size %d = value %d",(*pObject)[iter]->data.ubShotsLeft,Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize,sValue ));
|
|
}
|
|
if ( sValue > 100 )
|
|
{
|
|
sValue = 100;
|
|
}
|
|
|
|
}
|
|
|
|
if( Item[ pObject->usItem ].usItemClass & IC_KEY )
|
|
{
|
|
sValue =100;
|
|
}
|
|
|
|
// Flugente FTW 1.2
|
|
if ( ubStatus == DRAW_ITEM_TEMPERATURE )
|
|
{
|
|
sValue = (INT16) (100 * GetGunOverheatJamPercentage( pObject) );
|
|
|
|
// if temperature is 0 or below, do not display anything
|
|
if ( sValue < 1)
|
|
return;
|
|
|
|
// cut off temperature at 100%, otherwise the bar will be out of its box
|
|
sValue = min(sValue, 100);
|
|
}
|
|
|
|
// ATE: Subtract 1 to exagerate bad status
|
|
if ( sValue < 100 && sValue > 1 )
|
|
{
|
|
sValue--;
|
|
}
|
|
|
|
// Erase what was there
|
|
if ( fErase )
|
|
{
|
|
//RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
|
|
}
|
|
|
|
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
|
// FIRST DO BREATH
|
|
dPercentage = (FLOAT)sValue / (FLOAT)100;
|
|
dEnd = dPercentage * sHeight;
|
|
dStart = sYPos;
|
|
|
|
//usLineColor = Get16BPPColor( STATUS_BAR );
|
|
usLineColor = sColor1;
|
|
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
|
|
|
|
usLineColor = sColor2;
|
|
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
|
|
|
|
|
|
UnLockVideoSurface( uiBuffer );
|
|
|
|
if ( uiBuffer == guiSAVEBUFFER )
|
|
{
|
|
RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
|
|
}
|
|
else
|
|
{
|
|
InvalidateRegion( sXPos, (INT16)(sYPos - sHeight), sXPos + sWidth, (INT16)(sYPos + 1 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLEAN fAutoFace )
|
|
{
|
|
BOOLEAN fDoFace = FALSE;
|
|
// UINT8 ubVehicleType = 0;
|
|
|
|
|
|
if ( pSoldier->bActive )
|
|
{
|
|
|
|
if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
// get the type of vehicle
|
|
// ubVehicleType = pVehicleList[ pSoldier->bVehicleID ].ubVehicleType;
|
|
|
|
// just draw the vehicle
|
|
// BltVideoObjectFromIndex( guiSAVEBUFFER, giCarPortraits[ ubVehicleType ], 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
BltVideoObjectFromIndex( guiSAVEBUFFER, giCarPortraits[ pSoldier->ubProfile ], 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( fAutoFace )
|
|
{
|
|
// OK, check if this face actually went active...
|
|
if ( gFacesData[ pSoldier->iFaceIndex ].uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE )
|
|
{
|
|
// Render as an extern face...
|
|
fAutoFace = FALSE;
|
|
}
|
|
else
|
|
{
|
|
SetAutoFaceActiveFromSoldier( FRAME_BUFFER, guiSAVEBUFFER, pSoldier->ubID , sFaceX, sFaceY );
|
|
// SetAutoFaceActiveFromSoldier( FRAME_BUFFER, FACE_AUTO_RESTORE_BUFFER, pSoldier->ubID , sFaceX, sFaceY );
|
|
}
|
|
}
|
|
|
|
fDoFace = TRUE;
|
|
|
|
if ( fDoFace )
|
|
{
|
|
if ( fAutoFace )
|
|
{
|
|
RenderAutoFaceFromSoldier( pSoldier->ubID );
|
|
}
|
|
else
|
|
{
|
|
ExternRenderFaceFromSoldier( guiSAVEBUFFER, pSoldier->ubID, sFaceX, sFaceY );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Put close panel there
|
|
//if(gbPixelDepth==16)
|
|
//{
|
|
BltVideoObjectFromIndex( guiSAVEBUFFER, guiCLOSE, 5, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
//}
|
|
RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
|
|
}
|
|
|
|
}
|
|
|
|
|