Files
source/Tactical/Interface Utils.cpp
T

496 lines
14 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include <stdio.h>
#include <stdarg.h>
#include "sgp.h"
#include "himage.h"
#include "vobject.h"
#include "interface utils.h"
#include "render dirty.h"
#include "interface.h"
#include "interface control.h"
#include "sysutil.h"
#include "faces.h"
#include "render dirty.h"
#include "weapons.h"
#include "Overhead.h"
#include "Soldier macros.h"
#include "line.h"
#endif
#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
#define LIFE_BAR FROMRGB( 200, 0, 0 )
#define BANDAGE_BAR_SHADOW FROMRGB( 156, 60, 60 )
#define BANDAGE_BAR FROMRGB( 222, 132, 132 )
#define BLEEDING_BAR_SHADOW FROMRGB( 128, 128, 60 )
#define BLEEDING_BAR FROMRGB( 240, 240, 20 )
#define CURR_BREATH_BAR_SHADOW FROMRGB( 8, 12, 118 ) // the MAX max breatth, always at 100%
#define CURR_BREATH_BAR FROMRGB( 8, 12, 160 )
#define CURR_MAX_BREATH FROMRGB( 0, 0, 0 ) // the current max breath, black
#define CURR_MAX_BREATH_SHADOW FROMRGB( 0, 0, 0 )
#define MORALE_BAR_SHADOW FROMRGB( 8, 112, 12 )
#define MORALE_BAR FROMRGB( 8, 180, 12 )
#define BREATH_BAR_SHADOW FROMRGB( 60, 108, 108 ) // the lt blue current breath
#define BREATH_BAR FROMRGB( 113, 178, 218 )
#define BREATH_BAR_SHAD_BACK FROMRGB( 1,1,1 )
#define FACE_WIDTH 48
#define FACE_HEIGHT 43
// backgrounds for breath max background
extern UINT32 guiBrownBackgroundForTeamPanel;
extern UINT32 guiGoldBackgroundForTeamPanel;
// selected grunt
extern UINT16 gusSelectedSoldier;
// car portraits
enum{
ELDORADO_PORTRAIT =0,
HUMMER_PORTRAIT,
ICE_CREAM_TRUCT_PORTRAIT,
JEEP_PORTRAIT,
NUMBER_CAR_PORTRAITS,
};
// the ids for the car portraits
INT32 giCarPortraits[ 4 ] = { -1, -1, -1, -1 };
// the car portrait file names
STR pbCarPortraitFileNames[ ]={
"INTERFACE\\eldorado.sti",
"INTERFACE\\Hummer.sti",
"INTERFACE\\ice Cream Truck.sti",
"INTERFACE\\Jeep.sti",
};
// load int he portraits for the car faces that will be use in mapscreen
BOOLEAN LoadCarPortraitValues( void )
{
INT32 iCounter = 0;
VOBJECT_DESC VObjectDesc;
if( giCarPortraits[ 0 ] != -1 )
{
return FALSE;
}
for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
sprintf( VObjectDesc.ImageFile, pbCarPortraitFileNames[ iCounter ] );
CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
}
return( TRUE );
}
// get rid of the images we loaded for the mapscreen car portraits
void UnLoadCarPortraits( void )
{
INT32 iCounter = 0;
// car protraits loaded?
if( giCarPortraits[ 0 ] == -1 )
{
return;
}
for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
{
DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
giCarPortraits[ iCounter ] = -1;
}
return;
}
void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
{
FLOAT dStart, dEnd, dPercentage;
//UINT16 usLineColor;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
INT8 bBandage;
// Erase what was there
if( fErase )
{
RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
}
if( pSoldier->bLife == 0 )
{
// are they dead?
return;
}
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
// FIRST DO MAX LIFE
dPercentage = (FLOAT)pSoldier->bLife / (FLOAT)100;
dEnd = dPercentage * sHeight;
dStart = sYPos;
usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( LIFE_BAR );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
// NOW DO BANDAGE
// Calculate bandage
bBandage = pSoldier->bLifeMax - pSoldier->bLife - pSoldier->bBleeding;
if ( bBandage )
{
dPercentage = (FLOAT)bBandage / (FLOAT)100;
dStart = (FLOAT)( sYPos - dEnd );
dEnd = ( dPercentage * sHeight );
usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BANDAGE_BAR );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
}
// NOW DO BLEEDING
if ( pSoldier->bBleeding )
{
dPercentage = (FLOAT)pSoldier->bBleeding / (FLOAT)100;
dStart = (FLOAT)( dStart - dEnd );
dEnd = ( dPercentage * sHeight );
usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BLEEDING_BAR );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
}
UnLockVideoSurface( uiBuffer );
}
void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
{
FLOAT dStart, dEnd, dPercentage;
//UINT16 usLineColor;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
HVOBJECT hHandle;
// Erase what was there
if ( fErase )
{
RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
}
if( pSoldier->bLife == 0 )
{
// are they dead?
return;
}
// DO MAX MAX BREATH
dPercentage = 1.;
dEnd = dPercentage * sHeight;
dStart = sYPos;
// brown guy
GetVideoObject( &hHandle, guiBrownBackgroundForTeamPanel );
// DO MAX BREATH
if( guiCurrentScreen != MAP_SCREEN )
{
if( gusSelectedSoldier == pSoldier->ubID && gTacticalStatus.ubCurrentTeam == OUR_TEAM && OK_INTERRUPT_MERC( pSoldier ) )
{
// gold, the second entry in the .sti
BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
// brown, first entry
BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
}
}
else
{
// brown, first entry
BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
}
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
if( pSoldier->bBreathMax <= 97 )
{
dPercentage = (FLOAT)( ( pSoldier->bBreathMax + 3 ) )/ (FLOAT)100;
dEnd = dPercentage * sHeight;
dStart = sYPos;
// the old background colors for breath max diff
usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
}
dPercentage = (FLOAT)pSoldier->bBreathMax / (FLOAT)100;
dEnd = dPercentage * sHeight;
dStart = sYPos;
usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( CURR_MAX_BREATH );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
// NOW DO BREATH
dPercentage = (FLOAT)pSoldier->bBreath / (FLOAT)100;
dEnd = dPercentage * sHeight;
dStart = sYPos;
usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
usLineColor = Get16BPPColor( CURR_BREATH_BAR );
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
UnLockVideoSurface( uiBuffer );
}
void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
{
FLOAT dStart, dEnd, dPercentage;
//UINT16 usLineColor;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
// Erase what was there
if ( fErase )
{
RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
}
if( pSoldier->bLife == 0 )
{
// are they dead?
return;
}
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
// FIRST DO BREATH
dPercentage = (FLOAT)pSoldier->bMorale / (FLOAT)100;
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 )
{
FLOAT dStart, dEnd, dPercentage;
//UINT16 usLineColor;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
INT16 sValue;
if ( ubStatus >= DRAW_ITEM_STATUS_ATTACHMENT1 )
{
sValue = pObject->bAttachStatus[ ubStatus - DRAW_ITEM_STATUS_ATTACHMENT1 ];
}
else
{
sValue = pObject->bStatus[ ubStatus ];
}
// 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->ubShotsLeft[0] * 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->ubShotsLeft[0],Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize,sValue ));
}
if ( sValue > 100 )
{
sValue = 100;
}
}
if( Item[ pObject->usItem ].usItemClass & IC_KEY )
{
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;
INT32 iFaceIndex = -1;
UINT8 ubVehicleType = 0;
if ( pSoldier->bActive )
{
if( pSoldier->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 );
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 );
}
}