static void DrawLives( const GraphicsDevice *device, const PlayerData *player, const Vec2i pos, const FontAlign hAlign, const FontAlign vAlign) { const int xStep = hAlign == ALIGN_START ? 10 : -10; const Vec2i offset = Vec2iNew(5, 20); Vec2i drawPos = Vec2iAdd(pos, offset); if (hAlign == ALIGN_END) { const int w = device->cachedConfig.Res.x; drawPos.x = w - drawPos.x - offset.x; } if (vAlign == ALIGN_END) { const int h = device->cachedConfig.Res.y; drawPos.y = h - drawPos.y + offset.y + 5; } const TOffsetPic head = GetHeadPic( BODY_ARMED, DIRECTION_DOWN, player->Char.looks.Face, STATE_IDLE); for (int i = 0; i < player->Lives; i++) { BlitOld( drawPos.x + head.dx, drawPos.y + head.dy, PicManagerGetOldPic(&gPicManager, head.picIndex), &player->Char.table, BLIT_TRANSPARENT); drawPos.x += xStep; } }
static void DrawWallsAndThings(DrawBuffer *b, Vec2i offset) { Vec2i pos; Tile *tile = &b->tiles[0][0]; pos.y = b->dy + cWallOffset.dy + offset.y; for (int y = 0; y < Y_TILES; y++, pos.y += TILE_HEIGHT) { TTileItem *displayList = NULL; pos.x = b->dx + cWallOffset.dx + offset.x; for (int x = 0; x < b->Size.x; x++, tile++, pos.x += TILE_WIDTH) { if (tile->flags & MAPTILE_IS_WALL) { if (!(tile->flags & MAPTILE_DELAY_DRAW)) { DrawWallColumn(y, pos, tile); } } else if (tile->flags & MAPTILE_OFFSET_PIC) { // Drawing doors BlitMasked( &gGraphicsDevice, &tile->picAlt, pos, GetTileLOSMask(tile), 0); } if (!(tile->flags & MAPTILE_OUT_OF_SIGHT)) { // Draw the items that are in LOS for (int i = 0; i < (int)tile->things.size; i++) { TTileItem *ti = ThingIdGetTileItem(CArrayGet(&tile->things, i)); if (!(ti->flags & TILEITEM_IS_WRECK)) { AddItemToDisplayList(ti, &displayList); } } } } for (TTileItem *t = displayList; t; t = t->nextToDisplay) { Vec2i picPos = Vec2iNew( t->x - b->xTop + offset.x, t->y - b->yTop + offset.y); if (t->getPicFunc) { Vec2i picOffset; const Pic *pic = t->getPicFunc(t->id, &picOffset); Blit(&gGraphicsDevice, pic, Vec2iAdd(picPos, picOffset)); } else if (t->getActorPicsFunc) { ActorPics pics = t->getActorPicsFunc(t->id); if (pics.IsDead) { if (pics.IsDying) { int pic = pics.OldPics[0]; if (pic == 0) { continue; } if (pics.IsTransparent) { DrawBTPic( &gGraphicsDevice, PicManagerGetFromOld(&gPicManager, pic), Vec2iAdd(picPos, pics.Pics[0].offset), pics.Tint); } else { DrawTTPic( picPos.x + pics.Pics[0].offset.x, picPos.y + pics.Pics[0].offset.y, PicManagerGetOldPic(&gPicManager, pic), pics.Table); } } } else if (pics.IsTransparent) { for (int i = 0; i < 3; i++) { Pic *oldPic = PicManagerGetFromOld( &gPicManager, pics.OldPics[i]); if (oldPic == NULL) { continue; } DrawBTPic( &gGraphicsDevice, oldPic, Vec2iAdd(picPos, pics.Pics[i].offset), pics.Tint); } } else { DrawShadow(&gGraphicsDevice, picPos, Vec2iNew(8, 6)); for (int i = 0; i < 3; i++) { PicPaletted *oldPic = PicManagerGetOldPic( &gPicManager, pics.OldPics[i]); if (oldPic == NULL) { continue; } BlitOld( picPos.x + pics.Pics[i].offset.x, picPos.y + pics.Pics[i].offset.y, oldPic, pics.Table, BLIT_TRANSPARENT); } } } else { (*(t->drawFunc))(picPos, &t->drawData); } } tile += X_TILES - b->Size.x; } }
void DrawCharacterSimple( Character *c, Vec2i pos, direction_e dir, int state, int gunPic, gunstate_e gunState, TranslationTable *table) { TOffsetPic body, head, gun; TOffsetPic pic1, pic2, pic3; direction_e headDir = dir; int headState = state; if (gunState == GUNSTATE_FIRING || gunState == GUNSTATE_RECOIL) { headState = STATE_COUNT + gunState - GUNSTATE_FIRING; } if (state == STATE_IDLELEFT) { headDir = (direction_e)((dir + 7) % 8); } else if (state == STATE_IDLERIGHT) { headDir = (direction_e)((dir + 1) % 8); } int bodyType = gunPic < 0 ? BODY_UNARMED : BODY_ARMED; body.dx = cBodyOffset[bodyType][dir].dx; body.dy = cBodyOffset[bodyType][dir].dy; body.picIndex = cBodyPic[bodyType][dir][state]; head.dx = cNeckOffset[bodyType][headDir].dx + cHeadOffset[c->looks.face][headDir].dx; head.dy = cNeckOffset[bodyType][headDir].dy + cHeadOffset[c->looks.face][headDir].dy; head.picIndex = cHeadPic[c->looks.face][headDir][headState]; gun.picIndex = -1; if (gunPic >= 0) { gun.dx = cGunHandOffset[bodyType][dir].dx + cGunPics[gunPic][dir][gunState].dx; gun.dy = cGunHandOffset[bodyType][dir].dy + cGunPics[gunPic][dir][gunState].dy; gun.picIndex = cGunPics[gunPic][dir][gunState].picIndex; } switch (dir) { case DIRECTION_UP: case DIRECTION_UPRIGHT: pic1 = gun; pic2 = head; pic3 = body; break; case DIRECTION_RIGHT: case DIRECTION_DOWNRIGHT: case DIRECTION_DOWN: case DIRECTION_DOWNLEFT: pic1 = body; pic2 = head; pic3 = gun; break; case DIRECTION_LEFT: case DIRECTION_UPLEFT: pic1 = gun; pic2 = body; pic3 = head; break; default: assert(0 && "invalid direction"); return; } if (pic1.picIndex >= 0) { BlitOld( pos.x + pic1.dx, pos.y + pic1.dy, PicManagerGetOldPic(&gPicManager, pic1.picIndex), table, BLIT_TRANSPARENT); } if (pic2.picIndex >= 0) { BlitOld( pos.x + pic2.dx, pos.y + pic2.dy, PicManagerGetOldPic(&gPicManager, pic2.picIndex), table, BLIT_TRANSPARENT); } if (pic3.picIndex >= 0) { BlitOld( pos.x + pic3.dx, pos.y + pic3.dy, PicManagerGetOldPic(&gPicManager, pic3.picIndex), table, BLIT_TRANSPARENT); } }
static void DrawActorPics(const TTileItem *t, const Vec2i picPos) { const ActorPics pics = t->getActorPicsFunc(t->id); if (pics.IsDead) { if (pics.IsDying) { int pic = pics.OldPics[0]; if (pic == 0) { return; } if (pics.IsTransparent) { DrawBTPic( &gGraphicsDevice, PicManagerGetFromOld(&gPicManager, pic), Vec2iAdd(picPos, pics.Pics[0].offset), pics.Tint); } else { DrawTTPic( picPos.x + pics.Pics[0].offset.x, picPos.y + pics.Pics[0].offset.y, PicManagerGetOldPic(&gPicManager, pic), pics.Table); } } } else if (pics.IsTransparent) { for (int i = 0; i < 3; i++) { Pic *oldPic = PicManagerGetFromOld( &gPicManager, pics.OldPics[i]); if (oldPic == NULL) { continue; } DrawBTPic( &gGraphicsDevice, oldPic, Vec2iAdd(picPos, pics.Pics[i].offset), pics.Tint); } } else { DrawShadow(&gGraphicsDevice, picPos, Vec2iNew(8, 6)); for (int i = 0; i < 3; i++) { PicPaletted *oldPic = PicManagerGetOldPic( &gPicManager, pics.OldPics[i]); if (oldPic == NULL) { continue; } BlitOld( picPos.x + pics.Pics[i].offset.x, picPos.y + pics.Pics[i].offset.y, oldPic, pics.Table, BLIT_TRANSPARENT); } const TActor *a = CArrayGet(&gActors, t->id); // Draw weapon indicators if (ConfigGetEnum(&gConfig, "Game.LaserSight") == LASER_SIGHT_ALL || (ConfigGetEnum(&gConfig, "Game.LaserSight") == LASER_SIGHT_PLAYERS && a->PlayerUID >= 0)) { DrawLaserSight(a, picPos); } } }