warzone2100/src/component.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
Component.c
Draws component objects - oh yes indeed.
Alex M, Pumpkin Studios, EIDOS Interactive, 1997.
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "base.h"
#include "droid.h"
#include "action.h"
#include "order.h"
#include "component.h"
#include "lib/ivis_common/ivisdef.h" //ivis matrix code
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_common/piedef.h" //ivis matrix code
#include "lib/ivis_common/piestate.h" //ivis render code
#include "lighting.h"
#include "loop.h"
#define GetRadius(x) ((x)->sradius)
#include "stats.h"
#include "lib/ivis_common/piemode.h"
#include "objects.h"
#include "display.h"
#include "geometry.h"
#include "display3d.h"
#include "map.h"
#include "lib/gamelib/gtime.h"
#include "intdisplay.h"
#include "miscimd.h"
#include "effects.h"
#include "e3demo.h"
#include "transporter.h"
#include "projectile.h"
void unsetMatrix(void);
void setMatrix(Vector3i *Position, Vector3i *Rotation, Vector3i *CameraPos, BOOL RotXYZ);
#define MAX_GROUP_SIZE 10
#define NUM_GIBLETS 5
#define BLIP_ANIM_DURATION 200
#define DEFAULT_COMPONENT_TRANSLUCENCY 128
#define DROID_EMP_SPREAD (20 - rand()%40)
//Watermelon:VTOL weapon connector start
#define VTOL_CONNECTOR_START 5
UDWORD droidScale = 100;
void displayComponentTemplate(DROID_TEMPLATE *psTemplate);
//void displayComponentObject(BASE_OBJECT *psObj);
//Watermelon:updated prototype for displayCompObj again
static void displayCompObj(BASE_OBJECT *psObj, BOOL bButton);
static iIMDShape *getLeftPropulsionIMD(DROID *psDroid);
static iIMDShape *getRightPropulsionIMD(DROID *psDroid);
static UDWORD getStructureHeight(STRUCTURE *psStructure);
BOOL leftFirst;
SDWORD droidLightLevel = 224;
UDWORD lightInterval=15;
UDWORD lightLastChanged;
SDWORD lightSpeed=2;
extern UDWORD selectedPlayer;
UBYTE PlayerColour[MAX_PLAYERS];// = {0,1,2,3,4,5,6,7}
// Colour Lookups
// use col = MAX_PLAYERS for anycolour (see multiint.c)
BOOL setPlayerColour(UDWORD player, UDWORD col)
{
if(player >MAX_PLAYERS || col >MAX_PLAYERS)
{
debug( LOG_ERROR, "setplayercolour: wrong values" );
abort();
return FALSE;
}
PlayerColour[(UBYTE)player] = (UBYTE)col;
return TRUE;
}
UBYTE getPlayerColour(UDWORD pl)
{
return PlayerColour[pl];
}
void initPlayerColours(void)
{
UBYTE i;
for(i=0;i<MAX_PLAYERS;i++)
{
PlayerColour[i] = i;
}
}
void updateLightLevels(void)
{
if(gameTime>(lightLastChanged+lightInterval))
{
droidLightLevel+=lightSpeed;
lightLastChanged = gameTime;
if(droidLightLevel>255 || droidLightLevel<128)
{
if(lightSpeed>0)
{
lightSpeed = -lightSpeed;
}
else
{
lightSpeed = -lightSpeed;
}
}
}
}
void setMatrix(Vector3i *Position, Vector3i *Rotation, Vector3i *CameraPos, BOOL RotXYZ)
{
pie_PerspectiveBegin();
pie_MatBegin();
pie_TRANSLATE(Position->x,Position->y,Position->z);
if(RotXYZ) {
pie_MatRotX(DEG(Rotation->x));
pie_MatRotY(DEG(Rotation->y));
pie_MatRotZ(DEG(Rotation->z));
} else {
pie_MatRotY(DEG(Rotation->y));
pie_MatRotX(DEG(Rotation->x));
pie_MatRotZ(DEG(Rotation->z));
}
}
void unsetMatrix(void)
{
pie_MatEnd();
pie_PerspectiveEnd();
}
UDWORD getComponentDroidRadius(DROID *psDroid)
{
return 100;
}
UDWORD getComponentDroidTemplateRadius(DROID_TEMPLATE *psDroid)
{
return 100;
}
UDWORD getComponentRadius(BASE_STATS *psComponent)
{
iIMDShape *ComponentIMD = NULL;
iIMDShape *MountIMD = NULL;
SDWORD compID;
compID = StatIsComponent(psComponent);
if (compID > 0) {
StatGetComponentIMD(psComponent, compID,&ComponentIMD, &MountIMD);
// ComponentIMD = StatGetComponentIMD(psComponent, compID);
if(ComponentIMD)
{
return GetRadius(ComponentIMD);
}
else
{
// NULL component,should this be an error?
}
}
// DBERROR(("Not a valid component"));
/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
if ( (StatIsComponent(psComponent) != COMP_WEAPON) ||
((WEAPON_STATS *)psComponent)->weaponSubClass != WSC_BOMB )
{
debug( LOG_NEVER, "ComponentPIE == NULL : File : %s Line : %d\n", __FILE__, __LINE__ );
}
return COMPONENT_RADIUS;
}
UDWORD getResearchRadius(BASE_STATS *Stat)
{
iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
if(ResearchIMD) {
return GetRadius(ResearchIMD);
}
// DBERROR(("Null IMD in getResearchRadius()"));
debug( LOG_NEVER, "ResearchPIE == NULL : File : %s Line : %d\n", __FILE__, __LINE__ );
return 100;
}
UDWORD getStructureSize(STRUCTURE *psStructure)
{
UDWORD size;
//radius based on base plate size
size = psStructure->pStructureType->baseWidth;
if (psStructure->pStructureType->baseBreadth > size)
{
size = psStructure->pStructureType->baseBreadth;
}
return (size);
}
UDWORD getStructureStatSize(STRUCTURE_STATS *Stats)
{
UDWORD size;
//radius based on base plate size
size = Stats->baseWidth;
if (Stats->baseBreadth > size)
{
size = Stats->baseBreadth;
}
return (size);
}
UDWORD getStructureHeight(STRUCTURE *psStructure)
{
return (getStructureStatHeight(psStructure->pStructureType));
}
UDWORD getStructureStatHeight(STRUCTURE_STATS *psStat)
{
if (psStat->pIMD)
{
return (psStat->pIMD->ymax - psStat->pIMD->ymin);
}
return 0;
}
void displayIMDButton(iIMDShape *IMDShape, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
Vector3i TmpCamPos = {0,0,0};
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
pie_SetFogStatus(FALSE);
pie_Draw3DShape(IMDShape, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0); // ajl changed 0 to selectedPlayer
unsetMatrix();
}
//Watermelon:changed it to loop thru and draw all weapons
void displayStructureButton(STRUCTURE *psStructure, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
iIMDShape *baseImd,*strImd;//*mountImd,*weaponImd;
iIMDShape *mountImd[STRUCT_MAXWEAPS];
iIMDShape *weaponImd[STRUCT_MAXWEAPS];
UDWORD nWeaponStat;
Vector3i TmpCamPos = {0,0,0};
int i;
/*HACK HACK HACK!
if its a 'tall thin (ie tower)' structure with something on the top - offset the
position to show the object on top*/
if (psStructure->pStructureType->pIMD->nconnectors && scale == SMALL_STRUCT_SCALE &&
getStructureHeight(psStructure) > TOWER_HEIGHT)
{
Position->y -= 20;
}
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
/* Draw the building's base first */
baseImd = psStructure->pStructureType->pBaseIMD;
if(baseImd!=NULL) {
pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0); // ajl changed 0 to selectedPlayer
}
pie_Draw3DShape(psStructure->sDisplay.imd, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0); // ajl changed 0 to selectedPlayer
//and draw the turret
if(psStructure->sDisplay.imd->nconnectors)
{
for (i = 0;i < STRUCT_MAXWEAPS;i++)
{
weaponImd[i] = NULL;//weapon is gun ecm or sensor
mountImd[i] = NULL;
}
strImd = psStructure->sDisplay.imd;
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
//Watermelon:re-enabled if (psStructure->numWeaps > 0)
if (psStructure->numWeaps > 0)
{
for (i = 0;i < psStructure->numWeaps;i++)
{
if (psStructure->asWeaps[i].nStat > 0)
{
nWeaponStat = psStructure->asWeaps[i].nStat;
weaponImd[i] = asWeaponStats[nWeaponStat].pIMD;
mountImd[i] = asWeaponStats[nWeaponStat].pMountGraphic;
}
if (weaponImd[i] == NULL)
{
//check for ECM
if (psStructure->pStructureType->pECM != NULL)
{
weaponImd[i] = psStructure->pStructureType->pECM->pIMD;
mountImd[i] = psStructure->pStructureType->pECM->pMountGraphic;
}
}
if (weaponImd[i] == NULL)
{
//check for sensor
if (psStructure->pStructureType->pSensor != NULL)
{
weaponImd[i] = psStructure->pStructureType->pSensor->pIMD;
mountImd[i] = psStructure->pStructureType->pSensor->pMountGraphic;
}
}
}
}
else
{
if (psStructure->asWeaps[0].nStat > 0)
{
nWeaponStat = psStructure->asWeaps[0].nStat;
weaponImd[0] = asWeaponStats[nWeaponStat].pIMD;
mountImd[0] = asWeaponStats[nWeaponStat].pMountGraphic;
}
if (weaponImd[0] == NULL)
{
//check for ECM
if (psStructure->pStructureType->pECM != NULL)
{
weaponImd[0] = psStructure->pStructureType->pECM->pIMD;
mountImd[0] = psStructure->pStructureType->pECM->pMountGraphic;
}
}
if (weaponImd[0] == NULL)
{
//check for sensor
if (psStructure->pStructureType->pSensor != NULL)
{
weaponImd[0] = psStructure->pStructureType->pSensor->pIMD;
mountImd[0] = psStructure->pStructureType->pSensor->pMountGraphic;
}
}
}
//draw Weapon/ECM/Sensor for structure
//Watermelon:uses 0
if(weaponImd[0] != NULL)
{
if (psStructure->numWeaps > 0)
{
for (i = 0;i < psStructure->numWeaps;i++)
{
iV_MatrixBegin();
iV_TRANSLATE(strImd->connectors[i].x,strImd->connectors[i].z,strImd->connectors[i].y);
pie_MatRotY(DEG(-((SDWORD)psStructure->turretRotation[i])));
if (mountImd[i] != NULL)
{
pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
if(mountImd[i]->nconnectors)
{
iV_TRANSLATE(mountImd[i]->connectors->x,mountImd[i]->connectors->z,mountImd[i]->connectors->y);
}
}
iV_MatrixRotateX(DEG(psStructure->turretPitch[i]));
pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
iV_MatrixEnd();
}
}
else
{
iV_MatrixBegin();
iV_TRANSLATE(strImd->connectors->x,strImd->connectors->z,strImd->connectors->y);
pie_MatRotY(DEG(-((SDWORD)psStructure->turretRotation[0])));
if (mountImd[0] != NULL)
{
pie_Draw3DShape(mountImd[0], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
if(mountImd[0]->nconnectors)
{
iV_TRANSLATE(mountImd[0]->connectors->x,mountImd[0]->connectors->z,mountImd[0]->connectors->y);
}
}
iV_MatrixRotateX(DEG(psStructure->turretPitch[0]));
pie_Draw3DShape(weaponImd[0], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
iV_MatrixEnd();
}
}
}
unsetMatrix();
}
void displayStructureStatButton(STRUCTURE_STATS *Stats,UDWORD Player, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
iIMDShape *baseImd,*strImd;//*mountImd,*weaponImd;
iIMDShape *mountImd[STRUCT_MAXWEAPS];
iIMDShape *weaponImd[STRUCT_MAXWEAPS];
Vector3i TmpCamPos = {0,0,0};
//UDWORD nWeaponStat;
UBYTE i;
/*HACK HACK HACK!
if its a 'tall thin (ie tower)' structure stat with something on the top - offset the
position to show the object on top*/
if (Stats->pIMD->nconnectors && scale == SMALL_STRUCT_SCALE &&
getStructureStatHeight(Stats) > TOWER_HEIGHT)
{
Position->y -= 20;
}
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
/* Draw the building's base first */
baseImd = Stats->pBaseIMD;
if(baseImd!=NULL) {
pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);// ajl changed 0 to selectedPlayer
}
pie_Draw3DShape(Stats->pIMD, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);// ajl changed 0 to selectedPlayer
//and draw the turret
if(Stats->pIMD->nconnectors)
{
if (Stats->numWeaps > 0)
{
for (i = 0;i < Stats->numWeaps;i++)
{
weaponImd[i] = NULL;//weapon is gun ecm or sensor
mountImd[i] = NULL;
}
}
else
{
weaponImd[0] = NULL;
mountImd[0] = NULL;
}
strImd = Stats->pIMD;
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
//Watermelon:can only have the STRUCT_MAXWEAPS
if (Stats->numWeaps > 0)
{
for (i = 0;i < Stats->numWeaps;i++)
{
//can only have the one
if (Stats->psWeapStat[i] != NULL)
{
/*nWeaponStat = Stats->defaultWeap;
weaponImd = Stats->asWeapList[nWeaponStat]->pIMD;
mountImd = Stats->asWeapList[nWeaponStat]->pMountGraphic;*/
weaponImd[i] = Stats->psWeapStat[i]->pIMD;
mountImd[i] = Stats->psWeapStat[i]->pMountGraphic;
}
if (weaponImd[i] == NULL)
{
//check for ECM
if (Stats->pECM != NULL)
{
weaponImd[i] = Stats->pECM->pIMD;
mountImd[i] = Stats->pECM->pMountGraphic;
}
}
if (weaponImd[i] == NULL)
{
//check for sensor
if (Stats->pSensor != NULL)
{
weaponImd[i] = Stats->pSensor->pIMD;
mountImd[i] = Stats->pSensor->pMountGraphic;
}
}
}
}
else
{
if (Stats->psWeapStat[0] != NULL)
{
/*nWeaponStat = Stats->defaultWeap;
weaponImd = Stats->asWeapList[nWeaponStat]->pIMD;
mountImd = Stats->asWeapList[nWeaponStat]->pMountGraphic;*/
weaponImd[0] = Stats->psWeapStat[0]->pIMD;
mountImd[0] = Stats->psWeapStat[0]->pMountGraphic;
}
if (weaponImd[0] == NULL)
{
//check for ECM
if (Stats->pECM != NULL)
{
weaponImd[0] = Stats->pECM->pIMD;
mountImd[0] = Stats->pECM->pMountGraphic;
}
}
if (weaponImd[0] == NULL)
{
//check for sensor
if (Stats->pSensor != NULL)
{
weaponImd[0] = Stats->pSensor->pIMD;
mountImd[0] = Stats->pSensor->pMountGraphic;
}
}
}
//draw Weapon/ECM/Sensor for structure
if(weaponImd[0] != NULL)
{
if (Stats->numWeaps > 0)
{
for (i = 0;i < Stats->numWeaps;i++)
{
iV_MatrixBegin();
iV_TRANSLATE(strImd->connectors[i].x,strImd->connectors[i].z,strImd->connectors[i].y);
pie_MatRotY(DEG(0));
if (mountImd[i] != NULL)
{
pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
if(mountImd[i]->nconnectors)
{
iV_TRANSLATE(mountImd[i]->connectors->x,mountImd[i]->connectors->z,mountImd[i]->connectors->y);
}
}
iV_MatrixRotateX(DEG(0));
pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
iV_MatrixEnd();
}
}
else
{
iV_MatrixBegin();
iV_TRANSLATE(strImd->connectors[0].x,strImd->connectors[0].z,strImd->connectors[0].y);
pie_MatRotY(DEG(0));
if (mountImd[0] != NULL)
{
pie_Draw3DShape(mountImd[0], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
if(mountImd[0]->nconnectors)
{
iV_TRANSLATE(mountImd[0]->connectors->x,mountImd[0]->connectors->z,mountImd[0]->connectors->y);
}
}
iV_MatrixRotateX(DEG(0));
pie_Draw3DShape(weaponImd[0], 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
iV_MatrixEnd();
}
}
}
unsetMatrix();
}
// Render a component given a BASE_STATS structure.
//
void displayComponentButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position,
BOOL RotXYZ, SDWORD scale)
{
iIMDShape *ComponentIMD = NULL;
iIMDShape *MountIMD = NULL;
SDWORD compID;
Vector3i TmpCamPos = {0,0,0};
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
compID = StatIsComponent(Stat);
if (compID > 0) {
StatGetComponentIMD(Stat, compID,&ComponentIMD, &MountIMD);
// ComponentIMD = StatGetComponentIMD(Stat, compID);
}
else
{
unsetMatrix();
return;
}
/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
if ( (ComponentIMD == NULL) &&
((StatIsComponent(Stat) != COMP_WEAPON) ||
((WEAPON_STATS *)Stat)->weaponSubClass != WSC_BOMB) )
{
debug( LOG_NEVER, "ComponentPIE == NULL : File : %s Line : %d\n", __FILE__, __LINE__ );
// DBERROR(("ComponentIMD == NULL"));
}
if(MountIMD)
{
pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);// ajl changed 0 to selectedPlayer
}
if(ComponentIMD)
{
pie_Draw3DShape(ComponentIMD, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0);// ajl changed 0 to selectedPlayer
}
unsetMatrix();
}
// Render a research item given a BASE_STATS structure.
//
void displayResearchButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
iIMDShape *MountIMD = ((RESEARCH *)Stat)->pIMD2;
Vector3i TmpCamPos = {0,0,0};
if(ResearchIMD)
{
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
if(MountIMD) {
pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0); // ajl, added colourthing using selectedPlayer
}
pie_Draw3DShape(ResearchIMD, 0, getPlayerColour(selectedPlayer), pie_MAX_BRIGHT_LEVEL, 0, pie_BUTTON, 0); //ajl, added colourthing using selectedPlayer
unsetMatrix();
}
// DBERROR(("Null IMD in displayResearchButton()"));
}
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
static DROID Droid; // Made static to reduce stack usage.
SDWORD difference;
Vector3i TmpCamPos = {0,0,0};
/* init to NULL */
memset( &Droid, 0, sizeof(DROID) );
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
// Decide how to sort it.
difference = Rotation->y%360;
if((difference>0 && difference <180) || difference<-180)
{
leftFirst = FALSE;
}
else
{
leftFirst = TRUE;
}
droidSetBits(psTemplate,&Droid);
Droid.player = (UBYTE)selectedPlayer;
Droid.x = Droid.y = Droid.z = 0;
//draw multi component object as a button object
displayCompObj((BASE_OBJECT*)&Droid, TRUE);
unsetMatrix();
}
// Render a composite droid given a DROID structure.
//
void displayComponentButtonObject(DROID *psDroid, Vector3i *Rotation, Vector3i *Position, BOOL RotXYZ, SDWORD scale)
{
SDWORD difference;
Vector3i TmpCamPos = {0,0,0};
setMatrix(Position,Rotation,&TmpCamPos,RotXYZ);
pie_MatScale(scale);
// Decide how to sort it.
difference = Rotation->y%360;
if((difference>0 && difference <180) || difference<-180)
{
leftFirst = FALSE;
}
else
{
leftFirst = TRUE;
}
// And render the composite object.
//draw multi component object as a button object
displayCompObj((BASE_OBJECT*)psDroid, TRUE);
unsetMatrix();
}
/* Assumes matrix context is already set */
// Watermelon:multiple turrets display removed the pointless mountRotation
void displayComponentObject(BASE_OBJECT *psObj)
{
DROID *psDroid;
//iIMDShape *psShape;
Vector3i position, rotation; //,null;
//iPoint screenCoords;
//SDWORD dummyZ;
Sint32 xShift,zShift;
UDWORD worldAngle;
SDWORD difference;
SDWORD frame;
PROPULSION_STATS *psPropStats;
UDWORD tileX,tileY;
MAPTILE *psTile;
psDroid = (DROID *)psObj;
psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
worldAngle = (UDWORD)(player.r.y / DEG_1) % 360;
difference = worldAngle - psObj->direction;
if((difference>0 && difference <180) || difference<-180)
{
leftFirst = FALSE;
}
else
{
leftFirst = TRUE;
}
/* Push the matrix */
pie_MatBegin();
/* Get internal tile units coordinates */
xShift = player.p.x & (TILE_UNITS-1);
zShift = player.p.z & (TILE_UNITS-1);
/* Mask out to tile_units resolution */
pie_TRANSLATE(xShift,0,-zShift);
/* Get the real position */
position.x = (psDroid->x - player.p.x) - terrainMidX*TILE_UNITS;
position.z = terrainMidY*TILE_UNITS - (psDroid->y - player.p.z);
position.y = psDroid->z;
//{
// position.y += bobTransporterHeight();
//}
//if(psPropStats->propulsionType == LIFT)
if(psDroid->droidType == DROID_TRANSPORTER)
{
position.y += bobTransporterHeight();
}
/* Get all the pitch,roll,yaw info */
rotation.y = -(SDWORD)psDroid->direction;
rotation.x = psDroid->pitch;
rotation.z = psDroid->roll;
/* Get rotation info for the mounting too (holds the gun */
// Watermelon:obsolete,since I move it to displayCompObj
/* Translate origin */
pie_TRANSLATE(position.x,position.y,position.z);
/* Rotate for droid */
pie_MatRotY(DEG(rotation.y));
pie_MatRotX(DEG(rotation.x));
pie_MatRotZ(DEG(rotation.z));
if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC) && psDroid->lastHitWeapon == WSC_ELECTRONIC)
{
objectShimmy( (BASE_OBJECT*) psDroid );
}
if (psDroid->lastHitWeapon == WSC_EMP &&
(gameTime - psDroid->timeLastHit < EMP_DISABLE_TIME))
{
Vector3i position;
//add an effect on the droid
position.x = psDroid->x + DROID_EMP_SPREAD;
position.y = psDroid->z + rand()%8;;
position.z = psDroid->y + DROID_EMP_SPREAD;
effectGiveAuxVar(90+rand()%20);
addEffect(&position,EFFECT_EXPLOSION,EXPLOSION_TYPE_PLASMA,FALSE,NULL,0);
}
if (godMode || (psDroid->visible[selectedPlayer] == UBYTE_MAX) || demoGetStatus())
{
//ingame not button object
//Watermelon:should render 3 mounted weapons now
displayCompObj(psObj,FALSE);
}
else
{
// make sure it's not over water.
tileX = psDroid->x/TILE_UNITS;
tileY = psDroid->y/TILE_UNITS;
// double check it's on map
if ( tileX < mapWidth && tileY < mapHeight )
{
psTile = mapTile(tileX,tileY);
if(TERRAIN_TYPE(psTile) != TER_WATER)
{
frame = gameTime/BLIP_ANIM_DURATION + psDroid->id; //visible[selectedPlayer];
pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, pie_MAX_BRIGHT_LEVEL, 0, pie_ADDITIVE, (psDroid->visible[selectedPlayer]/2));
// pie_Draw3DShape(blipImd, frame, 0, pie_MAX_BRIGHT_LEVEL, 0, pie_TRANSLUCENT, 128);
/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
}
}
}
pie_MatEnd();
}
/* Assumes matrix context is already set */
// Watermelon:this is able to handle multiple weapon graphics now
// removed mountRotation,they get such stuff from psObj directly now
void displayCompObj(BASE_OBJECT *psObj, BOOL bButton)
{
DROID *psDroid;
//Watermelon:I need another temp pointer to Shape
iIMDShape *psShape, *psJet, *psShapeTemp = NULL;
Vector3i null;
Vector2i screenCoords;
SDWORD dummyZ, iConnector;
PROPULSION_STATS *psPropStats;
SDWORD frame;
SDWORD pieFlag, iPieData;
UDWORD brightness, specular;
// SDWORD centreX,centreZ;
UDWORD colour;
UDWORD bDarkSide = FALSE;
//Watermelon:i
UBYTE i;
/* Cast the droid pointer */
psDroid = (DROID *)psObj;
if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC/4 ) && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused())
{
colour = getPlayerColour(rand()%MAX_PLAYERS);
bDarkSide = TRUE;
}
else
{
colour = getPlayerColour(psDroid->player);
}
//set pieflag for button object or ingame object
if ( bButton )
{
pieFlag = pie_BUTTON;
}
else
{
pieFlag = 0;
}
if(!bButton)
{
// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
brightness = lightDoFogAndIllumination(psDroid->illumination,getCentreX() - psDroid->x,getCentreZ() - psDroid->y, &specular);
pieFlag = pie_SHADOW;
}
else
{
brightness = pie_MAX_BRIGHT_LEVEL;
specular = 0;
}
// /* No auxilliary rotation */
null.x = null.y = null.z = 0;
/* We've got a z value here _and_ screen coords of origin */
dummyZ = pie_RotProj(&null,&screenCoords);
/* Draw the propulsion and body imds here */
/* Establish the propulsion - this is more complex if two parts */
/*
if(leftFirst)
{
psShape = getLeftPropulsionIMD(psDroid);
if(psShape!=NULL)
{
iV_PIEDraw(psShape,psDroid->player);
}
}
else
{
psShape = getRightPropulsionIMD(psDroid);
if(psShape!=NULL)
{
iV_PIEDraw(psShape,psDroid->player);
}
}
*/
if (droidScale != 100) {
pie_MatScale(droidScale);
}
/* set default components transparent */
if ( psDroid->asBits[COMP_PROPULSION].nStat == 0 )
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
iPieData = 0;
}
//Watermelon:uses psShapeTemp too separate it from turret's psShape
psShapeTemp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid));
if(psShapeTemp!=NULL)
{
pie_Draw3DShape(psShapeTemp, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* set default components transparent */
if ( psDroid->asBits[COMP_BODY].nStat == 0 )
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
pieFlag &= ~pie_TRANSLUCENT;
iPieData = 0;
}
/* Get the body graphic now*/
//Watermelon:uses psShapeTemp too separate it from turret's psShape
psShapeTemp = BODY_IMD(psDroid,psDroid->player);
if(psShapeTemp!=NULL)
{
// FIXME
if ( psDroid->droidType == DROID_PERSON)
{
/* draw body if not animating */
if ( psDroid->psCurAnim == NULL || psDroid->psCurAnim->bVisible == FALSE )
{
// FIXME - hideous....!!!!
pie_MatScale(75);
pie_Draw3DShape(psShapeTemp, 0, psDroid->player-6, brightness, specular, pieFlag, iPieData);
}
}
//else if( psDroid->droidType == DROID_CYBORG)
else if (cyborgDroid(psDroid))
{
/* draw body if cyborg not animating */
if ( psDroid->psCurAnim == NULL || psDroid->psCurAnim->bVisible == FALSE )
{
pie_Draw3DShape(psShapeTemp, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
}
else
{
pie_Draw3DShape(psShapeTemp, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData );
}
}
/* get propulsion stats */
psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
ASSERT( psPropStats != NULL,
"moveUpdateUnit: invalid propulsion stats pointer" );
/* render vtol jet if flying - horrible hack - GJ */
if (((psPropStats->propulsionType == LIFT) &&
//(psDroid->droidType != DROID_CYBORG)) && (!bButton))
(!cyborgDroid(psDroid))) && (!bButton))
{
/* show flame if above ground */
if ( psDroid->sMove.Status != MOVEINACTIVE )
{
/* draw flame if found */
/* GJ TODO: add flame-finding code here */
psJet = asBodyStats[psDroid->asBits[COMP_BODY].nStat].pFlameIMD;
if ( psJet != NULL )
{
pie_Draw3DShape( psJet, getStaticTimeValueRange(100,psJet->numFrames), colour /*getPlayerColour(psDroid->player)*/, brightness, specular, pie_ADDITIVE, 200);
}
}
}
//don't change the screen coords of an object if drawing it in a button
if (!bButton)
{
/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
calcScreenCoords(psDroid);
}
/* set default components transparent */
if ( psDroid->asWeaps[0].nStat == 0 &&
psDroid->asBits[COMP_SENSOR].nStat == 0 &&
psDroid->asBits[COMP_ECM].nStat == 0 &&
psDroid->asBits[COMP_BRAIN].nStat == 0 &&
psDroid->asBits[COMP_REPAIRUNIT].nStat == 0 &&
psDroid->asBits[COMP_CONSTRUCT].nStat == 0 )
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
pieFlag &= ~pie_TRANSLUCENT;
iPieData = 0;
}
/* Indenting here is only to show new matrix context */
{
psShapeTemp = BODY_IMD(psDroid,psDroid->player);
//Watermelon:I moved it to 'for' loop
//pie_MatBegin();
if( psShapeTemp->nconnectors )
{
/* vtol weapons attach to connector 2 (underneath);
* all others to connector 1 */
/* Watermelon:VTOL's now skip the first 5 connectors(0 to 4),
VTOL's use 5,6,7,8 etc now */
if ( (psPropStats->propulsionType == LIFT) &&
psDroid->droidType == DROID_WEAPON )
{
iConnector = VTOL_CONNECTOR_START;
}
else
{
iConnector = 0;
}
/* Now we need to move for the mount point */
//Watermelon:I moved it to switch,this is called __inline__ j/k
/*
pie_TRANSLATE( psShape->connectors[iConnector].x,
psShape->connectors[iConnector].z,
psShape->connectors[iConnector].y );
*/
/* Rotate the turret */
/*
if(&mountRotation[i])
{
pie_MatRotY(DEG(&mountRotation[i].y));
}
*/
//dont pitch the turret
// pie_MatRotZ(DEG(mountRotation->z));
//I moved it to 'for' loop
/* vtol weapons inverted */
/*
if ( iConnector == 1 )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
*/
//SEPERATE Mount IMDs now...
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
//psShape = MOUNT_IMD(psDroid,psDroid->player);
/* Draw it */
switch(psDroid->droidType)
{
case DROID_DEFAULT:
case DROID_TRANSPORTER:
case DROID_CYBORG:
case DROID_CYBORG_SUPER:
case DROID_WEAPON:
case DROID_COMMAND: // command droids have a weapon to store all the graphics
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
/* Double check that the weapon droid actually has any */
//Watermelon:uses numWeaps
//if(psDroid->numWeaps)
for (i = 0;i < psDroid->numWeaps;i++)
{
if (psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT)
{
if ( psShapeTemp->connectors )
{
pie_MatBegin();
//Watermelon:reset Z?
dummyZ = pie_RotProj(&null,&screenCoords);
//Watermelon:to skip number of VTOL_CONNECTOR_START ground unit connectors
if ( iConnector < VTOL_CONNECTOR_START )
{
//Watermelon:midpoint for heavybody with only 1 weapon
if ( psDroid->numWeaps == 1 &&
((asBodyStats[psDroid->asBits[COMP_BODY].nStat]).weaponSlots == 3 ||
(asBodyStats[psDroid->asBits[COMP_BODY].nStat]).size >= SIZE_HEAVY))
{
pie_TRANSLATE( (SDWORD)((psShapeTemp->connectors[0].x + psShapeTemp->connectors[2].x) /2),
psShapeTemp->connectors[0].z,
(SDWORD)((psShapeTemp->connectors[0].y + psShapeTemp->connectors[2].y) /2) );
}
else
{
pie_TRANSLATE( psShapeTemp->connectors[i].x,
psShapeTemp->connectors[i].z,
psShapeTemp->connectors[i].y );
}
}
else
{
pie_TRANSLATE( psShapeTemp->connectors[iConnector + i].x,
psShapeTemp->connectors[iConnector + i].z,
psShapeTemp->connectors[iConnector + i].y );
}
if ( psDroid->turretRotation[i] )
{
pie_MatRotY(DEG( (-(SDWORD)psDroid->turretRotation[i])) );
}
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
//psShape = WEAPON_MOUNT_IMD(psDroid,psDroid->player);
psShape = (asWeaponStats[psDroid->asWeaps[i].nStat]).pMountGraphic;
/* Draw it */
//if(psDroid->numWeaps) already done this check above?!
{
pie_TRANSLATE(0,0,psDroid->asWeaps[i].recoilValue/3);
}
if(psShape)
{
pie_Draw3DShape(psShape, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
//if(psDroid->numWeaps) already done this check above?!
{
pie_TRANSLATE(0,0,psDroid->asWeaps[i].recoilValue);
}
/* translate for weapon mount point if cyborg */
//if( psDroid->droidType == DROID_CYBORG &&
if (cyborgDroid(psDroid) && psShape && psShape->nconnectors)
{
pie_TRANSLATE( psShape->connectors[0].x,
psShape->connectors[0].z,
psShape->connectors[0].y );
}
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
//pitch the barrel down
pie_MatRotX(DEG( (-(psDroid->turretPitch[i])) ));
}
else
{
//pitch the barrel up
pie_MatRotX(DEG(psDroid->turretPitch[i]));
}
/* Get the weapon (gun?) graphic */
//psShape = WEAPON_IMD(psDroid,psDroid->player);
psShape = (asWeaponStats[psDroid->asWeaps[i].nStat]).pIMD;
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
//we have a droid weapon so do we draw a muzzle flash
if( psShape && psShape->nconnectors )
{
/* Now we need to move to the end fo the barrel */
//Watermelon:fixed the bug,I mingled body connector and weapon connector :/
pie_TRANSLATE( psShape->connectors[0].x,
psShape->connectors[0].z,
psShape->connectors[0].y );
//and draw the muzzle flash
//animate for the duration of the flash only
//Watermelon:change macro to actual accessor for each turret effect
//psShape = MUZZLE_FLASH_PIE(psDroid,psDroid->player);
psShape = (asWeaponStats[psDroid->asWeaps[i].nStat]).pMuzzleGraphic;
if(psShape)
{
//assume no clan colours formuzzle effects
if ((psShape->numFrames == 0) || (psShape->animInterval <= 0))//no anim so display one frame for a fixed time
{
if (gameTime < (psDroid->asWeaps[i].lastFired + BASE_MUZZLE_FLASH_DURATION))
{
pie_Draw3DShape(psShape, 0, 0, brightness, 0, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);//muzzle flash
// pie_Draw3DShape(psShape, 0, 0, brightness, 0, pieFlag, 0);//muzzle flash
}
}
else
{
frame = (gameTime - psDroid->asWeaps[i].lastFired)/psShape->animInterval;
if (frame < psShape->numFrames)
{
pie_Draw3DShape(psShape, frame, 0, brightness, 0, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);//muzzle flash
// pie_Draw3DShape(psShape, frame, 0, brightness, 0, pieFlag, 0);//muzzle flash
}
}
}
}
}
/* Pop Matrix */
pie_MatEnd();
}
}
break;
case DROID_SENSOR:
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
//Watermelon:sensor uses connectors[0]
pie_MatBegin();
//Watermelon:reset Z?
dummyZ = pie_RotProj(&null,&screenCoords);
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
pie_TRANSLATE( psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y );
if(psDroid->turretRotation[0])
{
pie_MatRotY(DEG( (-(SDWORD)(psDroid->turretRotation[0])) ));
}
psShape = SENSOR_MOUNT_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
// pie_MatRotY(DEG(getStaticTimeValueRange(7920,360)));
// pie_MatRotY(DEG(psDroid->turretRotation));
pie_Draw3DShape(psShape, 0,colour/*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* Get the sensor graphic, assuming it's there */
psShape = SENSOR_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
// pie_MatRotY(DEG(getStaticTimeValueRange(7920,360)));
// pie_MatRotY(DEG(psDroid->turretRotation));
pie_Draw3DShape(psShape, 0,colour/*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* Pop Matrix */
pie_MatEnd();
break;
case DROID_CONSTRUCT:
case DROID_CYBORG_CONSTRUCT:
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
//Watermelon:cyborg uses connectors[0]
pie_MatBegin();
//Watermelon:reset Z?
dummyZ = pie_RotProj(&null,&screenCoords);
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
pie_TRANSLATE( psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y );
if(psDroid->turretRotation[0])
{
pie_MatRotY(DEG( (-(SDWORD)(psDroid->turretRotation[0])) ));
}
psShape = CONSTRUCT_MOUNT_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0,colour/*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* translate for construct mount point if cyborg */
if (cyborgDroid(psDroid) && psShape && psShape->nconnectors)
{
pie_TRANSLATE( psShape->connectors[0].x,
psShape->connectors[0].z,
psShape->connectors[0].y );
}
/* Get the construct graphic assuming it's there */
psShape = CONSTRUCT_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0,colour/*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* Pop Matrix */
pie_MatEnd();
break;
case DROID_ECM:
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
//Watermelon:ecm uses connectors[0]
pie_MatBegin();
//Watermelon:reset Z?
dummyZ = pie_RotProj(&null,&screenCoords);
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
pie_TRANSLATE( psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y );
if(psDroid->turretRotation[0])
{
pie_MatRotY(DEG( (-(SDWORD)(psDroid->turretRotation[0])) ));
}
psShape = ECM_MOUNT_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* Get the ECM graphic assuming it's there.... */
psShape = ECM_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0, colour/*getPlayerColour(psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* Pop Matrix */
pie_MatEnd();
break;
case DROID_REPAIR:
case DROID_CYBORG_REPAIR:
/* Get the mounting graphic - we've already moved to the right position
Allegedly - all droids will have a mount graphic so this shouldn't
fall on it's arse......*/
//Watermelon:cyborg uses connectors[0]
pie_MatBegin();
//Watermelon:reset Z?
dummyZ = pie_RotProj(&null,&screenCoords);
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ( DEG_360/2 );//this might affect gun rotation
}
pie_TRANSLATE( psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y );
if(psDroid->turretRotation[0])
{
pie_MatRotY(DEG( (-(SDWORD)(psDroid->turretRotation[0])) ));
}
psShape = REPAIR_MOUNT_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0,colour /*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
/* translate for construct mount point if cyborg */
if (cyborgDroid(psDroid) && psShape && psShape->nconnectors)
{
pie_TRANSLATE( psShape->connectors[0].x,
psShape->connectors[0].z,
psShape->connectors[0].y );
}
/* Get the Repair graphic assuming it's there.... */
psShape = REPAIR_IMD(psDroid,psDroid->player);
/* Draw it */
if(psShape)
{
pie_Draw3DShape(psShape, 0,colour /*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
if(psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR)
{
pie_TRANSLATE( psShape->connectors[0].x,
psShape->connectors[0].z,
psShape->connectors[0].y );
pie_TRANSLATE(0,-20,0);
psShape = getImdFromIndex(MI_FLAME);
/* Rotate for droid */
pie_MatRotY( DEG( (SDWORD)psDroid->direction ) );
pie_MatRotX( DEG( -psDroid->pitch ) );
pie_MatRotZ( DEG( -psDroid->roll ) );
//Watermelon:rotate Y
pie_MatRotY(DEG( -( (-(SDWORD)(psDroid->turretRotation[0])) ) ));
iV_MatrixRotateY(-player.r.y);
iV_MatrixRotateX(-player.r.x);
/* Dither on software */
pie_Draw3DShape(psShape, getStaticTimeValueRange(100,psShape->numFrames), 0, brightness, 0, pie_ADDITIVE, 140);
/* Dither off software */
iV_MatrixRotateX(player.r.x);
iV_MatrixRotateY(player.r.y);
}
}
/* Pop Matrix */
pie_MatEnd();
break;
case DROID_PERSON:
// no extra mounts for people
break;
default:
ASSERT( FALSE, "Whoa! Weirdy type of droid found in drawComponentObject!!!" );
break;
}
}
/* We've also got a handle on the psShape here for the weapon which has a connector to point to
muzzle flash attachment points - just grab it from psShape->connectors->[x|y|z] */
//Watermelon:I moved it to 'for' loop
/* Pop Matrix */
//pie_MatEnd();
} // end of illustrative indentation - see above
/* set default components transparent */
if ( psDroid->asBits[COMP_PROPULSION].nStat == 0 )
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
pieFlag &= ~pie_TRANSLUCENT;
iPieData = 0;
}
psShape = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid));
if(psShape!=NULL)
{
pie_Draw3DShape(psShape, 0,colour /*getPlayerColour( psDroid->player)*/, brightness, specular, pieFlag, iPieData);
}
}
void destroyFXDroid(DROID *psDroid)
{
UDWORD i;
iIMDShape *psImd = NULL;
SDWORD widthScatter, breadthScatter, heightScatter;
Vector3i pos;
widthScatter = TILE_UNITS/4;
breadthScatter = TILE_UNITS/4;
heightScatter = TILE_UNITS/5;
for(i=0; i<5; i++)
{
pos.x = psDroid->x + widthScatter - rand()%(2*widthScatter);
pos.z = psDroid->y + breadthScatter - rand()%(2*breadthScatter);
pos.y = psDroid->z + 16 +heightScatter;
switch(i)
{
case 0:
switch(psDroid->droidType)
{
case DROID_DEFAULT:
case DROID_CYBORG:
case DROID_CYBORG_SUPER:
case DROID_CYBORG_CONSTRUCT:
case DROID_CYBORG_REPAIR:
case DROID_WEAPON:
case DROID_COMMAND:
if (psDroid->numWeaps > 0)
{
if(psDroid->asWeaps[0].nStat > 0)
{
psImd = WEAPON_MOUNT_IMD(psDroid,psDroid->player);
}
}
else
{
psImd = getRandomDebrisImd();
}
break;
default:
psImd = getRandomDebrisImd();
break;
}
break;
case 1:
switch(psDroid->droidType)
{
case DROID_DEFAULT:
case DROID_CYBORG:
case DROID_CYBORG_SUPER:
case DROID_CYBORG_CONSTRUCT:
case DROID_CYBORG_REPAIR:
case DROID_WEAPON:
case DROID_COMMAND:
if(psDroid->numWeaps)
{
psImd = WEAPON_IMD(psDroid,psDroid->player);
}
else
{
psImd = getRandomDebrisImd();
}
break;
default:
psImd = getRandomDebrisImd();
break;
}
break;
case 2:
case 3:
case 4:
psImd = getRandomDebrisImd();
break;
}
if(psImd)
{
addEffect(&pos,EFFECT_GRAVITON,GRAVITON_TYPE_EMITTING_DR,TRUE,psImd,getPlayerColour(psDroid->player));
}
else
{
addEffect(&pos,EFFECT_GRAVITON,GRAVITON_TYPE_EMITTING_DR,TRUE,getRandomDebrisImd(),0);
}
}
}
void compPersonToBits(DROID *psDroid)
{
Vector3i position; //,rotation,velocity;
iIMDShape *headImd, *legsImd, *armImd, *bodyImd;
UDWORD groundHeight;
UDWORD col;
if(!psDroid->visible[selectedPlayer])
{
/* We can't see the person or cyborg - so get out */
return;
}
/* get bits pointers according to whether baba or cyborg*/
if (cyborgDroid(psDroid))
{
headImd = getImdFromIndex(MI_CYBORG_HEAD);
legsImd = getImdFromIndex(MI_CYBORG_LEGS);
armImd = getImdFromIndex(MI_CYBORG_ARM);
bodyImd = getImdFromIndex(MI_CYBORG_BODY);
}
else
{
headImd = getImdFromIndex(MI_BABA_HEAD);
legsImd = getImdFromIndex(MI_BABA_LEGS);
armImd = getImdFromIndex(MI_BABA_ARM);
bodyImd = getImdFromIndex(MI_BABA_BODY);
}
/* Get where he's at */
position.x = psDroid->x;
position.y = psDroid->z+1;
groundHeight = psDroid->z;
position.z = psDroid->y;
/* Tell about player colour */
col = getPlayerColour(psDroid->player);
addEffect(&position,EFFECT_GRAVITON,GRAVITON_TYPE_GIBLET,TRUE,headImd,col);
addEffect(&position,EFFECT_GRAVITON,GRAVITON_TYPE_GIBLET,TRUE,legsImd,col);
addEffect(&position,EFFECT_GRAVITON,GRAVITON_TYPE_GIBLET,TRUE,armImd,col);
addEffect(&position,EFFECT_GRAVITON,GRAVITON_TYPE_GIBLET,TRUE,bodyImd,col);
}
iIMDShape *getLeftPropulsionIMD(DROID *psDroid)
{
UDWORD bodyStat, propStat;
iIMDShape **imd;
bodyStat = psDroid->asBits[COMP_BODY].nStat;
propStat = psDroid->asBits[COMP_PROPULSION].nStat;
imd = asBodyStats[bodyStat].ppIMDList;
imd += (propStat * NUM_PROP_SIDES + LEFT_PROP);
return *imd;
}
iIMDShape *getRightPropulsionIMD(DROID *psDroid)
{
UDWORD bodyStat, propStat;
iIMDShape **imd;
bodyStat = psDroid->asBits[COMP_BODY].nStat;
propStat = psDroid->asBits[COMP_PROPULSION].nStat;
imd = asBodyStats[bodyStat].ppIMDList;
imd += (propStat * NUM_PROP_SIDES + RIGHT_PROP);
return *imd;
}
SDWORD rescaleButtonObject(SDWORD radius, SDWORD baseScale,SDWORD baseRadius)
{
SDWORD newScale;
newScale = 100 * baseRadius;
newScale /= radius;
if(baseScale > 0)
{
newScale += baseScale;
newScale /= 2;
}
return newScale;
}