warzone2100/src/component.cpp

1021 lines
28 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
*/
/**
* @file component.c
* Draws component objects - oh yes indeed.
*/
#include "lib/framework/frame.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piematrix.h"
#include "lib/netplay/netplay.h"
#include "action.h"
#include "component.h"
#include "display3d.h"
#include "effects.h"
#include "intdisplay.h"
#include "loop.h"
#include "map.h"
#include "miscimd.h"
#include "order.h"
#include "projectile.h"
#include "transporter.h"
#include "mission.h"
#define GetRadius(x) ((x)->sradius)
#define DEFAULT_COMPONENT_TRANSLUCENCY 128
#define DROID_EMP_SPREAD (20 - rand()%40)
//VTOL weapon connector start
#define VTOL_CONNECTOR_START 5
static bool leftFirst;
// Colour Lookups
// use col = MAX_PLAYERS for anycolour (see multiint.c)
bool setPlayerColour(UDWORD player, UDWORD col)
{
ASSERT(player < MAX_PLAYERS && col < MAX_PLAYERS, "Bad colour setting");
NetPlay.players[player].colour = col;
return true;
}
UBYTE getPlayerColour(UDWORD pl)
{
return NetPlay.players[pl].colour;
}
static void setMatrix(Vector3i *Position, Vector3i *Rotation, int scale)
{
pie_PerspectiveBegin();
pie_MatBegin();
pie_TRANSLATE(Position->x, Position->y, Position->z);
pie_MatRotX(DEG(Rotation->x));
pie_MatRotY(DEG(Rotation->y));
pie_MatRotZ(DEG(Rotation->z));
pie_MatScale(scale / 100.f);
}
static void unsetMatrix(void)
{
pie_MatEnd();
pie_PerspectiveEnd();
}
UDWORD getComponentDroidRadius(DROID *)
{
return 100;
}
UDWORD getComponentDroidTemplateRadius(DROID_TEMPLATE *)
{
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);
if (ComponentIMD)
{
return GetRadius(ComponentIMD);
}
}
/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
if (StatIsComponent(psComponent) != COMP_WEAPON
|| (((WEAPON_STATS *)psComponent)->weaponSubClass != WSC_BOMB
&& ((WEAPON_STATS *)psComponent)->weaponSubClass != WSC_EMP))
{
ASSERT(ComponentIMD, "No ComponentIMD!");
}
return COMPONENT_RADIUS;
}
UDWORD getResearchRadius(BASE_STATS *Stat)
{
iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
if (ResearchIMD)
{
return GetRadius(ResearchIMD);
}
debug(LOG_ERROR, "ResearchPIE == NULL");
return 100;
}
UDWORD getStructureSizeMax(STRUCTURE *psStructure)
{
//radius based on base plate size
return MAX(psStructure->pStructureType->baseWidth, psStructure->pStructureType->baseBreadth);
}
UDWORD getStructureStatSizeMax(STRUCTURE_STATS *Stats)
{
//radius based on base plate size
return MAX(Stats->baseWidth, Stats->baseBreadth);
}
UDWORD getStructureStatHeight(STRUCTURE_STATS *psStat)
{
if (psStat->pIMD[0])
{
return (psStat->pIMD[0]->max.y - psStat->pIMD[0]->min.y);
}
return 0;
}
void displayIMDButton(iIMDShape *IMDShape, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
setMatrix(Position, Rotation, scale);
pie_Draw3DShape(IMDShape, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
unsetMatrix();
}
static void sharedStructureButton(STRUCTURE_STATS *Stats, iIMDShape *strImd, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
iIMDShape *baseImd, *mountImd[STRUCT_MAXWEAPS], *weaponImd[STRUCT_MAXWEAPS];
/*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 (strImd->nconnectors && scale == SMALL_STRUCT_SCALE && getStructureStatHeight(Stats) > TOWER_HEIGHT)
{
Position->y -= 20;
}
setMatrix(Position, Rotation, scale);
/* Draw the building's base first */
baseImd = Stats->pBaseIMD;
if (baseImd != NULL)
{
pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
}
pie_Draw3DShape(strImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
//and draw the turret
if (strImd->nconnectors)
{
weaponImd[0] = NULL;
mountImd[0] = NULL;
for (int i = 0; i < Stats->numWeaps; i++)
{
weaponImd[i] = NULL;//weapon is gun ecm or sensor
mountImd[i] = NULL;
}
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
//can only have the STRUCT_MAXWEAPS
for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
{
//can only have the one
if (Stats->psWeapStat[i] != NULL)
{
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;
}
}
}
//draw Weapon/ECM/Sensor for structure
if (weaponImd[0] != NULL)
{
for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
{
pie_MatBegin();
pie_TRANSLATE(strImd->connectors[i].x, strImd->connectors[i].z, strImd->connectors[i].y);
if (mountImd[i] != NULL)
{
pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
if (mountImd[i]->nconnectors)
{
pie_TRANSLATE(mountImd[i]->connectors->x, mountImd[i]->connectors->z, mountImd[i]->connectors->y);
}
}
pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
pie_MatEnd();
}
}
}
unsetMatrix();
}
void displayStructureButton(STRUCTURE *psStructure, Vector3i *rotation, Vector3i *Position, SDWORD scale)
{
sharedStructureButton(psStructure->pStructureType, psStructure->sDisplay.imd, rotation, Position, scale);
}
void displayStructureStatButton(STRUCTURE_STATS *Stats, Vector3i *rotation, Vector3i *Position, SDWORD scale)
{
sharedStructureButton(Stats, Stats->pIMD[0], rotation, Position, scale);
}
// Render a component given a BASE_STATS structure.
//
void displayComponentButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
iIMDShape *ComponentIMD = NULL;
iIMDShape *MountIMD = NULL;
int compID = StatIsComponent(Stat);
if (compID >= 0)
{
StatGetComponentIMD(Stat, compID, &ComponentIMD, &MountIMD);
}
else
{
return;
}
setMatrix(Position, Rotation, scale);
/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
if (StatIsComponent(Stat) != COMP_WEAPON
|| (((WEAPON_STATS *)Stat)->weaponSubClass != WSC_BOMB
&& ((WEAPON_STATS *)Stat)->weaponSubClass != WSC_EMP))
{
ASSERT(ComponentIMD, "No ComponentIMD");
}
if (MountIMD)
{
pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
/* translate for weapon mount point */
if (MountIMD->nconnectors)
{
pie_TRANSLATE(MountIMD->connectors->x, MountIMD->connectors->z, MountIMD->connectors->y);
}
}
if (ComponentIMD)
{
pie_Draw3DShape(ComponentIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
}
unsetMatrix();
}
// Render a research item given a BASE_STATS structure.
//
void displayResearchButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
iIMDShape *MountIMD = ((RESEARCH *)Stat)->pIMD2;
ASSERT(ResearchIMD, "ResearchIMD is NULL");
if (ResearchIMD)
{
setMatrix(Position, Rotation, scale);
if (MountIMD)
{
pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
}
pie_Draw3DShape(ResearchIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
unsetMatrix();
}
}
static inline iIMDShape *getLeftPropulsionIMD(DROID *psDroid)
{
int bodyStat = psDroid->asBits[COMP_BODY];
int propStat = psDroid->asBits[COMP_PROPULSION];
return asBodyStats[bodyStat].ppIMDList[propStat * NUM_PROP_SIDES + LEFT_PROP];
}
static inline iIMDShape *getRightPropulsionIMD(DROID *psDroid)
{
int bodyStat = psDroid->asBits[COMP_BODY];
int propStat = psDroid->asBits[COMP_PROPULSION];
return asBodyStats[bodyStat].ppIMDList[propStat * NUM_PROP_SIDES + RIGHT_PROP];
}
void drawMuzzleFlash(WEAPON sWeap, iIMDShape *weaponImd, iIMDShape *flashImd, PIELIGHT buildingBrightness, int pieFlag, int iPieData, UBYTE colour)
{
if (!weaponImd || !flashImd || !weaponImd->nconnectors || graphicsTime < sWeap.lastFired)
{
return;
}
int connector_num = 0;
// which barrel is firing if model have multiple muzzle connectors?
if (sWeap.shotsFired && (weaponImd->nconnectors > 1))
{
// shoot first, draw later - substract one shot to get correct results
connector_num = (sWeap.shotsFired - 1) % (weaponImd->nconnectors);
}
/* Now we need to move to the end of the firing barrel */
pie_TRANSLATE(weaponImd->connectors[connector_num].x,
weaponImd->connectors[connector_num].z,
weaponImd->connectors[connector_num].y);
// assume no clan colours for muzzle effects
if (flashImd->numFrames == 0 || flashImd->animInterval <= 0)
{
// no anim so display one frame for a fixed time
if (graphicsTime >= sWeap.lastFired && graphicsTime < sWeap.lastFired + BASE_MUZZLE_FLASH_DURATION)
{
pie_Draw3DShape(flashImd, 0, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
}
}
else if (graphicsTime >= sWeap.lastFired)
{
// animated muzzle
int frame = (graphicsTime - sWeap.lastFired) / flashImd->animInterval;
if (frame < flashImd->numFrames)
{
pie_Draw3DShape(flashImd, frame, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
}
}
}
/* Assumes matrix context is already set */
// this is able to handle multiple weapon graphics now
// removed mountRotation,they get such stuff from psObj directly now
static void displayCompObj(DROID *psDroid, bool bButton)
{
iIMDShape *psShape, *psMoveAnim, *psStillAnim, *psShapeTemp = NULL, *psMountShape;
SDWORD iConnector;
PROPULSION_STATS *psPropStats;
SDWORD pieFlag, iPieData;
PIELIGHT brightness;
UDWORD colour;
UBYTE i;
if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC / 4 && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused())
{
colour = getPlayerColour(rand() % MAX_PLAYERS);
}
else
{
colour = getPlayerColour(psDroid->player);
}
/* get propulsion stats */
psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
ASSERT_OR_RETURN(, psPropStats != NULL, "invalid propulsion stats pointer");
//set pieflag for button object or ingame object
if (bButton)
{
pieFlag = pie_BUTTON;
brightness = WZCOL_WHITE;
}
else
{
pieFlag = pie_SHADOW;
brightness = pal_SetBrightness(psDroid->illumination);
// NOTE: Beware of transporters that are offscreen, on a mission! We should *not* be checking tiles at this point in time!
if (psDroid->droidType != DROID_TRANSPORTER && !missionIsOffworld())
{
MAPTILE *psTile = worldTile(psDroid->pos.x, psDroid->pos.y);
if (psTile->jammerBits & alliancebits[psDroid->player])
{
pieFlag |= pie_ECM;
}
}
}
/* set default components transparent */
if (psDroid->asBits[COMP_PROPULSION] == 0)
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
iPieData = 0;
}
if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR)
{
// FIXME: change when adding submarines to the game
pie_TRANSLATE(0, -world_coord(1) / 2.3f, 0);
}
//uses psShapeTemp too separate it from turret's psShape
psShapeTemp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid));
if (psShapeTemp != NULL)
{
pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
}
/* set default components transparent */
if (psDroid->asBits[COMP_BODY] == 0)
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
pieFlag &= ~pie_TRANSLUCENT;
iPieData = 0;
}
/* Get the body graphic now*/
//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(.75f);
pie_Draw3DShape(psShapeTemp, 0, psDroid->player - 6, brightness, pieFlag, iPieData);
}
}
else if (cyborgDroid(psDroid))
{
/* draw body if cyborg not animating */
if (psDroid->psCurAnim == NULL || psDroid->psCurAnim->bVisible == false)
{
pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
}
}
else
{
pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
}
}
/* Render animation effects based on movement or lack thereof, if any */
psMoveAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppMoveIMDList[psDroid->asBits[COMP_PROPULSION]];
psStillAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppStillIMDList[psDroid->asBits[COMP_PROPULSION]];
if (!bButton && psMoveAnim && psDroid->sMove.Status != MOVEINACTIVE)
{
pie_Draw3DShape(psMoveAnim, getModularScaledGraphicsTime(psMoveAnim->animInterval, psMoveAnim->numFrames), colour, brightness, pie_ADDITIVE, 200);
}
else if (!bButton && psStillAnim) // standing still
{
pie_Draw3DShape(psStillAnim, getModularScaledGraphicsTime(psStillAnim->animInterval, psStillAnim->numFrames), colour, brightness, 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] == 0 &&
psDroid->asBits[COMP_ECM] == 0 &&
psDroid->asBits[COMP_BRAIN] == 0 &&
psDroid->asBits[COMP_REPAIRUNIT] == 0 &&
psDroid->asBits[COMP_CONSTRUCT] == 0)
{
pieFlag |= pie_TRANSLUCENT;
iPieData = DEFAULT_COMPONENT_TRANSLUCENCY;
}
else
{
pieFlag &= ~pie_TRANSLUCENT;
iPieData = 0;
}
psShapeTemp = BODY_IMD(psDroid, psDroid->player);
if (psShapeTemp->nconnectors)
{
/* vtol weapons attach to connector 2 (underneath);
* all others to connector 1 */
/* VTOL's now skip the first 5 connectors(0 to 4),
VTOL's use 5,6,7,8 etc now */
if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT && psDroid->droidType == DROID_WEAPON)
{
iConnector = VTOL_CONNECTOR_START;
}
else
{
iConnector = 0;
}
switch (psDroid->droidType)
{
case DROID_DEFAULT:
case DROID_TRANSPORTER:
case DROID_SUPERTRANSPORTER:
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 */
for (i = 0; i < psDroid->numWeaps; i++)
{
if ((psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT)
&& psShapeTemp->connectors)
{
Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime);
pie_MatBegin(!bButton);
//to skip number of VTOL_CONNECTOR_START ground unit connectors
if (iConnector < VTOL_CONNECTOR_START)
{
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);
}
pie_MatRotY(-rot.direction);
/* vtol weapons inverted */
if (iConnector >= VTOL_CONNECTOR_START)
{
pie_MatRotZ(65536 / 2); //this might affect gun rotation
}
/* Get the mount graphic */
psShape = WEAPON_MOUNT_IMD(psDroid, i);
int recoilValue = getRecoil(psDroid->asWeaps[i]);
pie_TRANSLATE(0, 0, recoilValue / 3);
/* Draw it */
if (psShape)
{
pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
}
pie_TRANSLATE(0, 0, recoilValue);
/* translate for weapon mount point */
if (psShape && psShape->nconnectors)
{
pie_TRANSLATE(psShape->connectors->x, psShape->connectors->z, psShape->connectors->y);
}
/* vtol weapons inverted */
if (iConnector >= VTOL_CONNECTOR_START)
{
//pitch the barrel down
pie_MatRotX(-rot.pitch);
}
else
{
//pitch the barrel up
pie_MatRotX(rot.pitch);
}
/* Get the weapon (gun?) graphic */
psShape = WEAPON_IMD(psDroid, i);
// We have a weapon so we draw it and a muzzle flash from weapon connector
if (psShape)
{
pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
drawMuzzleFlash(psDroid->asWeaps[i], psShape, MUZZLE_FLASH_PIE(psDroid, i), brightness, pieFlag, iPieData);
}
/* Pop Matrix */
pie_MatEnd();
}
}
break;
case DROID_SENSOR:
case DROID_CONSTRUCT:
case DROID_CYBORG_CONSTRUCT:
case DROID_ECM:
case DROID_REPAIR:
case DROID_CYBORG_REPAIR:
{
Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime);
switch (psDroid->droidType)
{
default: ASSERT(false, "...");
case DROID_SENSOR:
psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player);
/* Get the sensor graphic, assuming it's there */
psShape = SENSOR_IMD(psDroid, psDroid->player);
break;
case DROID_CONSTRUCT:
case DROID_CYBORG_CONSTRUCT:
psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player);
/* Get the construct graphic assuming it's there */
psShape = CONSTRUCT_IMD(psDroid, psDroid->player);
break;
case DROID_ECM:
psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player);
/* Get the ECM graphic assuming it's there.... */
psShape = ECM_IMD(psDroid, psDroid->player);
break;
case DROID_REPAIR:
case DROID_CYBORG_REPAIR:
psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player);
/* Get the Repair graphic assuming it's there.... */
psShape = REPAIR_IMD(psDroid, psDroid->player);
break;
}
/* 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......*/
//sensor and cyborg and ecm uses connectors[0]
pie_MatBegin(!bButton);
/* vtol weapons inverted */
if (iConnector >= VTOL_CONNECTOR_START)
{
pie_MatRotZ(65536 / 2); //this might affect gun rotation
}
pie_TRANSLATE(psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y);
pie_MatRotY(-rot.direction);
/* Draw it */
if (psMountShape)
{
pie_Draw3DShape(psMountShape, 0, colour, brightness, pieFlag, iPieData);
}
/* translate for construct mount point if cyborg */
if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors)
{
pie_TRANSLATE(psMountShape->connectors[0].x,
psMountShape->connectors[0].z,
psMountShape->connectors[0].y);
}
/* Draw it */
if (psShape)
{
pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
// In repair droid case only:
if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) &&
psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR)
{
Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);
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(st.rot.direction);
pie_MatRotX(-st.rot.pitch);
pie_MatRotZ(-st.rot.roll);
//rotate Y
pie_MatRotY(rot.direction);
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_Draw3DShape(psShape, getModularScaledGraphicsTime(psShape->animInterval, psShape->numFrames), 0, brightness, pie_ADDITIVE, 140);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
}
}
/* Pop Matrix */
pie_MatEnd();
break;
}
case DROID_PERSON:
// no extra mounts for people
break;
default:
ASSERT(!"invalid droid type", "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] */
/* set default components transparent */
if (psDroid->asBits[COMP_PROPULSION] == 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, brightness, pieFlag, iPieData);
}
}
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
setMatrix(Position, Rotation, scale);
// Decide how to sort it.
leftFirst = angleDelta(DEG(Rotation->y)) < 0;
DROID Droid(0, selectedPlayer);
memset(Droid.asBits, 0, sizeof(Droid.asBits));
droidSetBits(psTemplate, &Droid);
Droid.pos = Vector3i(0, 0, 0);
Droid.rot = Vector3i(0, 0, 0);
//draw multi component object as a button object
displayCompObj(&Droid, true);
unsetMatrix();
}
// Render a composite droid given a DROID structure.
//
void displayComponentButtonObject(DROID *psDroid, Vector3i *Rotation, Vector3i *Position, SDWORD scale)
{
SDWORD difference;
setMatrix(Position, Rotation, scale);
// Decide how to sort it.
difference = Rotation->y % 360;
leftFirst = !((difference > 0 && difference < 180) || difference < -180);
// And render the composite object.
//draw multi component object as a button object
displayCompObj(psDroid, true);
unsetMatrix();
}
/* Assumes matrix context is already set */
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid)
{
Vector3i position, rotation;
Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);
leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;
/* Push the matrix */
pie_MatBegin(true);
/* Get the real position */
position.x = st.pos.x - player.p.x;
position.z = -(st.pos.y - player.p.z);
position.y = st.pos.z;
if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER)
{
position.y += bobTransporterHeight();
}
/* Get all the pitch,roll,yaw info */
rotation.y = -st.rot.direction;
rotation.x = st.rot.pitch;
rotation.z = st.rot.roll;
/* Translate origin */
pie_TRANSLATE(position.x, position.y, position.z);
/* Rotate for droid */
pie_MatRotY(rotation.y);
pie_MatRotX(rotation.x);
pie_MatRotZ(rotation.z);
if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC)
{
objectShimmy((BASE_OBJECT *) psDroid);
}
if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME)
{
Vector3i position;
//add an effect on the droid
position.x = st.pos.x + DROID_EMP_SPREAD;
position.y = st.pos.z + rand() % 8;
position.z = st.pos.y + DROID_EMP_SPREAD;
effectGiveAuxVar(90 + rand() % 20);
addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, NULL, 0);
}
if (psDroid->visible[selectedPlayer] == UBYTE_MAX)
{
//ingame not button object
//should render 3 mounted weapons now
displayCompObj(psDroid, false);
}
else
{
int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
}
pie_MatEnd();
}
void destroyFXDroid(DROID *psDroid, unsigned impactTime)
{
for (int i = 0; i < 5; ++i)
{
iIMDShape *psImd = NULL;
int maxHorizontalScatter = TILE_UNITS / 4;
int heightScatter = TILE_UNITS / 5;
Vector2i horizontalScatter = iSinCosR(rand(), rand() % maxHorizontalScatter);
Vector3i pos = swapYZ(psDroid->pos + Vector3i(horizontalScatter, 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, 0);
}
}
break;
default:
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)
{
// get main weapon
psImd = WEAPON_IMD(psDroid, 0);
}
break;
default:
break;
}
break;
}
if (psImd == NULL)
{
psImd = getRandomDebrisImd();
}
// Tell the effect system that it needs to use this player's color for the next effect
SetEffectForPlayer(psDroid->player);
addEffect(&pos, EFFECT_GRAVITON, GRAVITON_TYPE_EMITTING_DR, true, psImd, getPlayerColour(psDroid->player), impactTime);
}
}
void compPersonToBits(DROID *psDroid)
{
Vector3i position; //,rotation,velocity;
iIMDShape *headImd, *legsImd, *armImd, *bodyImd;
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))
{
// This is probably unused now, since there's a more appropriate effect for cyborgs.
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->pos.x;
position.y = psDroid->pos.z + 1;
position.z = psDroid->pos.y;
/* Tell about player colour */
col = getPlayerColour(psDroid->player);
addEffect(&position, EFFECT_GRAVITON, GRAVITON_TYPE_GIBLET, true, headImd, col, gameTime - deltaGameTime + 1);
addEffect(&position, EFFECT_GRAVITON, GRAVITON_TYPE_GIBLET, true, legsImd, col, gameTime - deltaGameTime + 1);
addEffect(&position, EFFECT_GRAVITON, GRAVITON_TYPE_GIBLET, true, armImd, col, gameTime - deltaGameTime + 1);
addEffect(&position, EFFECT_GRAVITON, GRAVITON_TYPE_GIBLET, true, bodyImd, col, gameTime - deltaGameTime + 1);
}
SDWORD rescaleButtonObject(SDWORD radius, SDWORD baseScale, SDWORD baseRadius)
{
SDWORD newScale;
newScale = 100 * baseRadius;
newScale /= radius;
if (baseScale > 0)
{
newScale += baseScale;
newScale /= 2;
}
return newScale;
}