warzone2100/src/bridge.cpp

232 lines
6.1 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 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
*/
#include "lib/framework/frame.h"
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_opengl/piepalette.h"
#include "bridge.h"
#include "display3d.h"
#include "effects.h"
#include "map.h"
/**
* @file bridge.c
* Bridges - currently unused.
*
* Handles rendering and placement of bridging sections for
* traversing water and ravines?! My guess is this won't make it into
* the final game, but we'll see...
* Alex McLean, Pumpkin Studios EIDOS Interactive, 1998.
*
* He was right. It did not make the final game. The code below
* is unused. Can it be reused? - Per, 2007
*/
#define MINIMUM_BRIDGE_SPAN 2
#define MAXIMUM_BRIDGE_SPAN 12
/*
Returns true or false as to whether a bridge is valid.
For it to be true - all intervening points must be lower than the start
and end points. We can also check other stuff here like what it's going
over. Also, it has to be between a minimum and maximum length and
one of the axes must share the same values.
*/
bool bridgeValid(int startX, int startY, int endX, int endY)
{
bool xBridge, yBridge;
int bridgeLength, i, minX, minY, maxX, maxY;
/* Establish axes allignment */
xBridge = startX == endX;
yBridge = startY == endY;
/* At least one axis must be constant */
if (!xBridge && !yBridge)
{
return false;
}
minX = MIN(startX, endX);
maxX = MAX(startX, endX);
minY = MIN(startY, endY);
maxY = MAX(startY, endY);
/* Get the bridge length */
bridgeLength = (xBridge ? abs(startY - endY) : abs(startX - endX));
/* check it's not too long or short */
if (bridgeLength < MINIMUM_BRIDGE_SPAN || bridgeLength > MAXIMUM_BRIDGE_SPAN)
{
return false;
}
if (xBridge)
{
for (i = minY + 1; i < maxY - 1; i++)
{
if (terrainType(mapTile(startX, i)) != TER_WATER)
{
debug(LOG_ERROR, "Bridge cannot cross !water - X");
return false;
}
}
}
else
{
for (i = minX + 1; i < maxX - 1; i++)
{
if (terrainType(mapTile(i, startY)) != TER_WATER)
{
debug(LOG_ERROR, "Bridge cannot cross !water - Y");
return false;
}
}
}
return true;
}
/*
This function will actually draw a wall section
Slightly different from yer basic structure draw in that
it's not alligned to the terrain as bridge sections sit
at a height stored in their structure - as they're above the ground
and wouldn't be much use if they weren't, bridge wise.
*/
bool renderBridgeSection(STRUCTURE *psStructure)
{
Vector3i dv;
/* Bomb out if it's not visible */
if (!psStructure->visible[selectedPlayer])
{
return false;
}
/* Establish where it is in the world */
dv.x = psStructure->pos.x - player.p.x;
dv.z = -(psStructure->pos.y - player.p.z);
dv.y = psStructure->pos.z;
/* Push the indentity matrix */
pie_MatBegin();
/* Translate */
pie_TRANSLATE(dv.x, dv.y, dv.z);
pie_Draw3DShape(psStructure->sDisplay.imd, 0, 0, WZCOL_WHITE, 0, 0);
pie_MatEnd();
return(true);
}
/*
This will work out all the info you need about the bridge including
length - height to set sections at in order to allign to terrain and
what you need to alter start and end terrain heights by to establish to
connection.
*/
void getBridgeInfo(int startX, int startY, int endX, int endY, BRIDGE_INFO *info)
{
int startHeight, endHeight;
/* Copy over the location coordinates, and make sure they go lower to higher */
info->startX = MIN(startX, endX);
info->startY = MIN(startY, endY);
info->endX = MAX(startX, endX);
info->endY = MAX(startY, endY);
/* Get the heights of the start and end positions */
startHeight = map_TileHeight(startX, startY);
endHeight = map_TileHeight(endX, endY);
/* Find out which is higher */
info->startHighest = (startHeight >= endHeight);
if (info->startHighest)
{
info->heightChange = startHeight - endHeight;
info->bridgeHeight = startHeight;
}
else
{
info->heightChange = endHeight - startHeight;
info->bridgeHeight = endHeight;
}
info->bConstantX = (startX == endX);
/* We've got a bridge of constant X */
if (info->bConstantX)
{
info->bridgeLength = abs(startY - endY);
}
else
{
info->bridgeLength = abs(startX - endX);
}
}
void testBuildBridge(UDWORD startX, UDWORD startY, UDWORD endX, UDWORD endY)
{
BRIDGE_INFO bridge;
UDWORD i;
Vector3i dv;
if (bridgeValid(startX, startY, endX, endY))
{
getBridgeInfo(startX, startY, endX, endY, &bridge);
dv.y = bridge.bridgeHeight;
dv.x = bridge.startX * TILE_UNITS + TILE_UNITS / 2;
dv.z = bridge.startY * TILE_UNITS + TILE_UNITS / 2;
addEffect(&dv, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, NULL, 0);
if (bridge.bConstantX)
{
for (i = bridge.startY + 1; i < bridge.endY - 1; i++)
{
dv.x = ((bridge.startX * TILE_UNITS) + (TILE_UNITS / 2));
dv.z = ((i * TILE_UNITS) + (TILE_UNITS / 2));
addEffect(&dv, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING, false, NULL, 0);
}
}
else
{
for (i = startX + 1; i < bridge.endX - 1; i++)
{
dv.x = ((i * TILE_UNITS) + (TILE_UNITS / 2));
dv.z = ((bridge.startY * TILE_UNITS) + (TILE_UNITS / 2));
addEffect(&dv, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING, false, NULL, 0);
}
}
dv.x = bridge.endX * TILE_UNITS + TILE_UNITS / 2;
dv.z = bridge.endY * TILE_UNITS + TILE_UNITS / 2;
addEffect(&dv, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, NULL, 0);
}
else
{
dv.y = map_TileHeight(startX, startY);
dv.x = startX * TILE_UNITS + TILE_UNITS / 2;
dv.z = startY * TILE_UNITS + TILE_UNITS / 2;
addEffect(&dv, EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER, false, NULL, 0);
}
}