warzone2100/src/display3d.c

5202 lines
140 KiB
C

/*
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
*/
/*
Display3D.c - draws the 3D terrain view. Both the 3D and pseudo-3D components:-
textured tiles.
-------------------------------------------------------------------
- Alex McLean & Jeremy Sallis, Pumpkin Studios, EIDOS INTERACTIVE -
-------------------------------------------------------------------
*/
/* Generic includes */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <limits.h>
/* Includes direct access to render library */
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piestate.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_opengl/pietexture.h"
#include "lib/ivis_common/pieclip.h"
#include "lib/ivis_common/piepalette.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_common/piemode.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/rendmode.h"
#include "e3demo.h" // on the psx?
#include "loop.h"
#include "atmos.h"
#include "raycast.h"
#include "levels.h"
/* Includes from PUMPKIN stuff */
#include "lib/framework/frame.h"
#include "map.h"
#include "move.h"
#include "visibility.h"
#include "findpath.h"
#include "geometry.h"
#include "lib/gamelib/gtime.h"
#include "resource.h"
#include "messagedef.h"
#include "miscimd.h"
#include "effects.h"
#include "edit3d.h"
#include "feature.h"
#include "hci.h"
#include "display.h"
#include "intdisplay.h"
#include "radar.h"
#include "display3d.h"
#include "lib/framework/fractions.h"
#include "lighting.h"
#include "console.h"
#include "lib/gamelib/animobj.h"
#include "projectile.h"
#include "bucket3d.h"
#include "intelmap.h"
#include "mapdisplay.h"
#include "message.h"
#include "component.h"
#include "warcam.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "scriptextern.h"
#include "scriptcb.h"
#include "target.h"
#include "keymap.h"
#include "drive.h"
#include "fpath.h"
#include "gateway.h"
#include "transporter.h"
#include "warzoneconfig.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "action.h"
#include "keybind.h"
#include "combat.h"
#include "order.h"
#include "scores.h"
#ifdef ARROWS
#include "arrow.h"
#endif
#include "multiplay.h"
#include "environ.h"
#include "advvis.h"
#include "texture.h"
#include "anim_id.h"
#include "cmddroid.h"
// Extremely magic!
#define WATER_TILE 17 // ID of water tile.
#define RIVERBED_TILE 5 // ID of river bed tile.
#define WATER_ALPHA_LEVEL 255 //was 164 // Amount to alpha blend water.
#define WATER_ZOFFSET 32 // Sorting offset for main water tile.
#define WATER_EDGE_ZOFFSET 64 // Sorting offset for water edge tiles.
#define WATER_DEPTH 127 // Amount to push terrain below water.
/******************** Prototypes ********************/
static UDWORD getTargettingGfx(void);
static void drawDroidGroupNumber(DROID *psDroid);
static void trackHeight(float desiredHeight);
static void getDefaultColours(void);
static void renderSurroundings(void);
static void locateMouse(void);
static void preprocessTiles(void);
static BOOL renderWallSection(STRUCTURE *psStructure);
static void drawDragBox(void);
static void calcFlagPosScreenCoords(SDWORD *pX, SDWORD *pY, SDWORD *pR);
static void flipsAndRots(int texture);
static void displayTerrain(void);
static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction);
static void drawTiles(iView *camera, iView *player);
static void display3DProjectiles(void);
static void drawDroidSelections(void);
static void drawStructureSelections(void);
WZ_DECL_UNUSED static void drawBuildingLines(void);
static void displayAnimation(ANIM_OBJECT * psAnimObj, BOOL bHoldOnFirstFrame);
static void processSensorTarget(void);
static void processDestinationTarget(void);
static BOOL eitherSelected(DROID *psDroid);
static void testEffect(void);
static void showDroidSensorRanges(void);
WZ_DECL_UNUSED static void showSensorRange1(DROID *psDroid);
static void showSensorRange2(BASE_OBJECT *psObj);
static void drawRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius);
static void addConstructionLine(DROID *psDroid, STRUCTURE *psStructure);
static void doConstructionLines(void);
WZ_DECL_UNUSED static void drawDeliveryPointSelection(void);
static void drawDroidCmndNo(DROID *psDroid);
static void drawDroidRank(DROID *psDroid);
static void drawDroidSensorLock(DROID *psDroid);
BOOL doWeDrawRadarBlips(void);
BOOL doWeDrawProximitys(void);
/******************** Variables ********************/
// Should be cleaned up properly and be put in structures.
BOOL bRender3DOnly;
BOOL bSensorDisplay = TRUE; //was FALSE **COUGH and I spend 2 days making my own. LOL -Q 5-10-05
BOOL bRangeDisplay = FALSE;
SDWORD rangeCenterX,rangeCenterY,rangeRadius;
static BOOL bDrawBlips=TRUE;
static BOOL bDrawProximitys=TRUE;
BOOL godMode;
static UWORD RiverBedTileID = RIVERBED_TILE;
static float waterRealValue = 0.0f;
#define WAVE_SPEED 4.0f
#define MAX_FIRE_STAGE 32
UDWORD barMode = BAR_FULL; // configured in configuration.c
/* Is the scene spinning round - just for showcase stuff */
BOOL spinScene = FALSE;
/* Initial 3D world origins */
UDWORD mapX=45, mapY=80;
/* Have we made a selection by clicking the mouse - used for dragging etc */
BOOL selectAttempt = FALSE;
/* Vectors that hold the player and camera directions and positions */
iView player, camera;
/* Temporary rotation vectors to store rotations for droids etc */
static Vector3i imdRot,imdRot2;
/* How far away are we from the terrain */
UDWORD distance = START_DISTANCE;//(DISTANCE - (DISTANCE/6));
/* Are we outlining the terrain tile triangles */
UDWORD terrainOutline = FALSE;
/* Stores the screen coordinates of the transformed terrain tiles */
SVMESH tileScreenInfo[LAND_YGRD][LAND_XGRD];
/* Stores the tilepointers for rendered tiles */
static TILE_BUCKET tileIJ[LAND_YGRD][LAND_XGRD];
/* Points for flipping the texture around if the tile is flipped or rotated */
static Vector2i sP1, sP2, sP3, sP4;
/* Records the present X and Y values for the current mouse tile (in tiles */
SDWORD mouseTileX, mouseTileY;
/* Offsets for the screen being shrunk/expanded - how far in, how far down */
UDWORD xOffset = CLIP_BORDER, yOffset = CLIP_BORDER;
/* Do we want the radar to be rendered */
BOOL radarOnScreen=FALSE;
/* Show unit/building gun/sensor range*/
BOOL rangeOnScreen = FALSE; // For now, most likely will change later! -Q 5-10-05 A very nice effect - Per
/* Temporary values for the terrain render - top left corner of grid to be rendered */
Sint32 playerXTile, playerZTile, rx, rz;
/* Have we located the mouse? */
static BOOL mouseLocated = TRUE;
/* The box used for multiple selection - present screen coordinates */
/* The game palette */
iPalette gamePal;
UDWORD currentGameFrame;
static UDWORD numTiles = 0;
static SDWORD tileZ = 8000;
static QUAD dragQuad;
/* temporary buffer used for flattening IMDs */
static Vector3f alteredPoints[iV_IMD_MAX_POINTS];
//number of tiles visible
// FIXME This should become dynamic! (A function of resolution, angle and zoom maybe.)
const UDWORD visibleXTiles = VISIBLE_XTILES;
const UDWORD visibleYTiles = VISIBLE_YTILES;
UDWORD terrainMidX;
UDWORD terrainMidY;
UDWORD terrainMaxX;
UDWORD terrainMaxY;
static UDWORD underwaterTile = WATER_TILE;
static UDWORD rubbleTile = 67;//WATER_TILE;
UDWORD geoOffset;
static UDWORD averageCentreTerrainHeight;
static BOOL bReloadBars = TRUE;
static BOOL bEnergyBars = TRUE;
static BOOL bTinyBars = FALSE;
static MAPTILE edgeTile;
static UDWORD lastTargetAssignation = 0;
static UDWORD lastDestAssignation = 0;
static BOOL bSensorTargetting = FALSE;
static BOOL bDestTargetting = FALSE;
static BASE_OBJECT *psSensorObj = NULL;
static UDWORD destTargetX,destTargetY;
static UDWORD destTileX=0,destTileY=0;
#define TARGET_TO_SENSOR_TIME ((4*(GAME_TICKS_PER_SEC))/5)
#define DEST_TARGET_TIME (GAME_TICKS_PER_SEC/4)
#define STRUCTURE_ANIM_RATE 4
#define ELEC_DAMAGE_DURATION (GAME_TICKS_PER_SEC/5)
//this is used to 'highlight' the tiles when selecting a location for a structure
#define FOUNDATION_TEXTURE 22
#define EFFECT_DELIVERY_POINT_TRANSPARENCY 128
#ifdef DEBUG
static char buildInfo[255];
#endif
typedef struct _defaultColours
{
UBYTE red, green, blue, yellow, purple, white, black, cyan;
} DEF_COLOURS;
/* Colour strobe values for the strobing drag selection box */
UBYTE boxPulseColours[BOX_PULSE_SIZE] = {233,232,231,230,229,228,227,226,225,224};
//UDWORD tCon,tIgn,tCal;
static DEF_COLOURS defaultColours;
/******************** Functions ********************/
static void displayMultiChat( void )
{
UDWORD pixelLength;
UDWORD pixelHeight;
pixelLength = iV_GetTextWidth(sTextToSend);
pixelHeight = iV_GetTextLineSize();
if(gameTime2%500<250)
{
iV_BoxFill( RET_X + pixelLength + 3, 474 + E_H - (pixelHeight/4), RET_X + pixelLength + 10, 473 + E_H, 255 );
}
/* GET RID OF THE MAGIC NUMBERS BELOW */
iV_TransBoxFill( RET_X + 1, 474 + E_H - pixelHeight, RET_X + 1 + pixelLength + 2, 473 + E_H );
iV_DrawText( sTextToSend, RET_X + 3, 469 + E_H );
}
// Optimisation to stop it being calculated every frame
static SDWORD gridCentreX,gridCentreZ,gridVarCalls;
SDWORD getCentreX( void )
{
gridVarCalls++;
return(gridCentreX);
}
SDWORD getCentreZ( void )
{
return(gridCentreZ);
}
/* Render the 3D world */
void draw3DScene( void )
{
BOOL bPlayerHasHQ = FALSE;
// the world centre - used for decaying lighting etc
gridCentreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
gridCentreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
camera.p.z = distance;
camera.p.y = 0;
camera.p.x = 0;
/* What frame number are we on? */
currentGameFrame = frameGetFrameNumber();
/* Build the drag quad */
if(dragBox3D.status == DRAG_RELEASED)
{
dragQuad.coords[0].x = dragBox3D.x1; // TOP LEFT
dragQuad.coords[0].y = dragBox3D.y1;
dragQuad.coords[1].x = dragBox3D.x2; // TOP RIGHT
dragQuad.coords[1].y = dragBox3D.y1;
dragQuad.coords[2].x = dragBox3D.x2; // BOTTOM RIGHT
dragQuad.coords[2].y = dragBox3D.y2;
dragQuad.coords[3].x = dragBox3D.x1; // BOTTOM LEFT
dragQuad.coords[3].y = dragBox3D.y2;
}
/* Calculate the position of the sun */
// findSunVector();
pie_Begin3DScene();
/* Set 3D world origins */
pie_SetGeometricOffset((rendSurface.width >> 1), geoOffset);
// draw sky and fogbox
renderSurroundings();
// draw terrain
displayTerrain();
pie_BeginInterface();
updateLightLevels();
drawDroidSelections();
drawStructureSelections();
bPlayerHasHQ = getHQExists(selectedPlayer);
if(radarOnScreen && bPlayerHasHQ)
{
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
drawRadar();
if(doWeDrawRadarBlips())
{
#ifndef RADAR_ROT
drawRadarBlips();
#endif
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
pie_SetFogStatus(TRUE);
}
if(!bRender3DOnly)
{
/* Ensure that any text messages are displayed at bottom of screen */
pie_SetFogStatus(FALSE);
displayConsoleMessages();
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);
pie_SetFogStatus(FALSE);
iV_SetTextColour(-1);
/* Dont remove this folks!!!! */
if(!bAllowOtherKeyPresses)
{
displayMultiChat();
}
else
{
// FIXME: This wasn't shown before. Do we want to keep it? Or change it?
if(gamePaused())
{
iV_DrawText( _("Developed by Pumpkin Studios"), RET_X + 3, 467 + E_H );
iV_DrawText( _("Published by EIDOS Interactive"), pie_GetVideoBufferWidth() - 196, 467 + E_H );
}
}
if(getDebugMappingStatus() && !demoGetStatus() && !gamePaused())
{
iV_DrawText( "DEBUG ", RET_X + 134, 440 + E_H );
}
else
{
#ifdef DEBUG
if(!gamePaused())
{
iV_DrawText( getLevelName(), RET_X + 134, 420 + E_H );
getAsciiTime(buildInfo,gameTime);
iV_DrawText( buildInfo, RET_X + 134, 434 + E_H );
}
#endif
}
while(player.r.y>DEG(360))
{
player.r.y-=DEG(360);
}
/* If we don't have an active camera track, then track terrain height! */
if(!getWarCamStatus())
{
/* Move the autonomous camera if necessary */
trackHeight(2 * averageCentreTerrainHeight);
}
else
{
processWarCam();
}
if(demoGetStatus())
{
flushConsoleMessages();
setConsolePermanence(TRUE, TRUE);
permitNewConsoleMessages(TRUE);
addConsoleMessage("Warzone 2100 : Pumpkin Studios ", RIGHT_JUSTIFY);
permitNewConsoleMessages(FALSE);
}
#ifdef ALEXM
sprintf(buildInfo, "Skipped effects : %d", getNumSkippedEffects());
iV_DrawText(buildInfo, 100, 200);
sprintf(buildInfo, "Miss Count : %d", getMissCount());
iV_DrawText(buildInfo, 100, 220);
sprintf(buildInfo, "Even effects : %d", getNumEvenEffects());
iV_DrawText(buildInfo, 100, 240);
#endif
processDemoCam();
processSensorTarget();
processDestinationTarget();
testEffect(); //this does squat, but leave it for now I guess -Q
if(bSensorDisplay)
{
showDroidSensorRanges(); //shows sensor data for units/droids/whatever...-Q 5-10-05
}
//visualize radius if needed
if(bRangeDisplay)
drawRangeAtPos(rangeCenterX,rangeCenterY,rangeRadius);
}
/* Draws the 3D textured terrain */
static void displayTerrain(void)
{
tileZ = 8000;
/* SetUpClipping window - to below the backdrop */
pie_Set2DClip( xOffset, yOffset, psRendSurface->width-xOffset, psRendSurface->height-yOffset );
/* We haven't yet located which tile mouse is over */
mouseLocated = FALSE;
numTiles = 0;
pie_PerspectiveBegin();
/* Setup tiles */
preprocessTiles();
/* Now, draw the terrain */
drawTiles(&camera, &player);
pie_PerspectiveEnd();
/* Show the drag Box if necessary */
drawDragBox();
/* Have we released the drag box? */
if(dragBox3D.status == DRAG_RELEASED)
{
dragBox3D.status = DRAG_INACTIVE;
}
}
/***************************************************************************/
BOOL doWeDrawRadarBlips( void )
{
return(bDrawBlips);
}
/***************************************************************************/
BOOL doWeDrawProximitys( void )
{
return(bDrawProximitys);
}
/***************************************************************************/
void setBlipDraw(BOOL val)
{
bDrawBlips = val;
}
/***************************************************************************/
void setProximityDraw(BOOL val)
{
bDrawProximitys = val;
}
/***************************************************************************/
static void drawTiles(iView *camera, iView *player)
{
UDWORD i, j;
SDWORD zMax;
MAPTILE *psTile;
UDWORD edgeX, edgeY;
BOOL bWaterTile = FALSE;
BOOL PushedDown = FALSE;
UBYTE TileIllum;
UDWORD shiftVal = 0;
int numTilesAveraged = 0;
BOOL bEdgeTile;
static float angle = 0.0f;
// Animate the water texture, just cycles the V coordinate through half the tiles height.
if(!gamePaused())
{
waterRealValue += (WAVE_SPEED * frameTime2) / GAME_TICKS_PER_SEC;
if(waterRealValue >= 64/2)
{
waterRealValue = 0.0f;
}
}
/* Is the scene spinning? - showcase demo stuff */
if (spinScene)
player->r.y += DEG(3);
/* ---------------------------------------------------------------- */
/* Do boundary and extent checking */
/* ---------------------------------------------------------------- */
/* Get the mid point of the grid */
terrainMidX = visibleXTiles/2;
terrainMidY = visibleYTiles/2;
/* Find our position in tile coordinates */
playerXTile = player->p.x >> TILE_SHIFT;
playerZTile = player->p.z >> TILE_SHIFT;
/* Get the x,z translation components */
rx = (player->p.x) & (TILE_UNITS-1);
rz = (player->p.z) & (TILE_UNITS-1);
/* ---------------------------------------------------------------- */
/* Set up the geometry */
/* ---------------------------------------------------------------- */
/* ---------------------------------------------------------------- */
/* Push identity matrix onto stack */
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor());
/* Set the camera position */
pie_MATTRANS(camera->p.x, camera->p.y, camera->p.z);
/* Rotate for the player */
pie_MatRotZ(player->r.z);
pie_MatRotX(player->r.x);
pie_MatRotY(player->r.y);
/* Translate */
pie_TRANSLATE(-rx, -player->p.y, rz);
angle += 0.01f;
if (getDrawShadows())
{
// this also detemines the length of the shadows
pie_BeginLighting(&theSun);
}
/* ---------------------------------------------------------------- */
/* Rotate and project all the tiles within the grid */
/* ---------------------------------------------------------------- */
/* We track the height here - so make sure we get the average heights
of the tiles in the grid
*/
averageCentreTerrainHeight = 0;
for (i = 0; i < visibleYTiles+1; i++)
{
/* Go through the x's */
for (j = 0; j < (SDWORD)visibleXTiles+1; j++)
{
tileScreenInfo[i][j].x = world_coord(j - terrainMidX);
tileScreenInfo[i][j].z = world_coord(terrainMidY - i);
if( playerXTile+j < 0 ||
playerZTile+i < 0 ||
playerXTile+j > (SDWORD)(mapWidth-1) ||
playerZTile+i > (SDWORD)(mapHeight-1) )
{
// Tiles on the border of the map are never water tiles.
tileScreenInfo[i][j].bWater = FALSE;
edgeX = playerXTile+j;
edgeY = playerZTile+i;
if (playerXTile+j < 0 )
edgeX = 0;
else if (playerXTile+j > (SDWORD)(mapWidth-1) )
edgeX = mapWidth-1;
if (playerZTile+i < 0 )
edgeY = 0;
else if (playerZTile+i > (SDWORD)(mapHeight-1) )
edgeY = mapHeight-1;
tileScreenInfo[i][j].y = 0; // map_TileHeight(edgeX, edgeY);
if (pie_GetFogEnabled())
{
tileScreenInfo[i][j].light.argb = 0xff030303;
tileScreenInfo[i][j].specular.argb = pie_GetFogColour();
}
else
{
TileIllum = mapTile(edgeX, edgeY)->illumination;
tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination( TileIllum, rx - tileScreenInfo[i][j].x, rz - world_coord(i-terrainMidY), &tileScreenInfo[i][j].specular.argb );
}
if( playerXTile+j < -1 ||
playerZTile+i < -1 ||
playerXTile+j > (SDWORD)(mapWidth-1) ||
playerZTile+i > (SDWORD)(mapHeight-1) )
{
tileScreenInfo[i][j].drawInfo = FALSE;
}
else
{
tileScreenInfo[i][j].drawInfo = TRUE;
}
}
else
{
tileScreenInfo[i][j].drawInfo = TRUE;
/* Get a pointer to the tile at this location */
psTile = mapTile(playerXTile + j, playerZTile + i);
if (TERRAIN_TYPE(psTile) == TER_WATER)
{
tileScreenInfo[i][j].bWater = TRUE;
bWaterTile = TRUE;
}
else
{
tileScreenInfo[i][j].bWater = FALSE;
bWaterTile = FALSE;
}
tileScreenInfo[i][j].y = map_TileHeight(playerXTile + j, playerZTile + i);
/* Is it in the centre and therefore worth averaging height over? */
if ( i > MIN_TILE_Y &&
i < MAX_TILE_Y &&
j > MIN_TILE_X &&
j < MAX_TILE_X )
{
averageCentreTerrainHeight += tileScreenInfo[i][j].y;
numTilesAveraged++;
}
if(getRevealStatus())
{
if(godMode)
{
TileIllum = psTile->illumination;
}
else
{
TileIllum = (psTile->level == UBYTE_MAX ? 1 : psTile->level); // avGetTileLevel(realX,realY);
}
}
else if(bDisplaySensorRange)
{
TileIllum = psTile->inRange;
}
else
{
TileIllum = psTile->illumination;
}
tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination(TileIllum, rx - tileScreenInfo[i][j].x, rz - world_coord(i-terrainMidY), &tileScreenInfo[i][j].specular.argb);
if ( playerXTile+j <= 1 ||
playerZTile+i <= 1 ||
playerXTile+j >= mapWidth-2 ||
playerZTile+i >= mapHeight-2 )
{
bEdgeTile = TRUE;
}
else
{
bEdgeTile = FALSE;
}
// If it's the main water tile (has water texture) then..
if ( (psTile->texture & TILE_NUMMASK) == WATER_TILE && !bEdgeTile )
{
// Push the terrain down for the river bed.
PushedDown = TRUE;
shiftVal = WATER_DEPTH + environGetData(playerXTile+j, playerZTile+i) * 1.5f;
tileScreenInfo[i][j].y -= shiftVal;
// And darken it.
TileIllum = (UBYTE)(TileIllum * 0.75f);
}
else
{
PushedDown = FALSE;
}
// If it's any water tile..
if (bWaterTile)
{
// If it's the main water tile then bring it back up because it was pushed down for the river bed calc.
SDWORD tmp_y = tileScreenInfo[i][j].y;
if (PushedDown)
{
tileScreenInfo[i][j].y += shiftVal;
}
// Transform it into the wx,wy mesh members.
tileScreenInfo[i][j].water.z = pie_RotateProject((Vector3i*)&tileScreenInfo[i][j].x, (Vector2i*)&tileScreenInfo[i][j].water);
tileScreenInfo[i][j].water_height = tileScreenInfo[i][j].y;
// Calc the light for modified y coord and ignore the specular component
tileScreenInfo[i][j].wlight.argb = lightDoFogAndIllumination(TileIllum, rx - tileScreenInfo[i][j].x, rz - world_coord(i-terrainMidY), NULL);
tileScreenInfo[i][j].y = tmp_y;
}
else
{
// If it wasnt a water tile then need to ensure water.xyz are valid because
// a water tile might be sharing verticies with it.
tileScreenInfo[i][j].water = tileScreenInfo[i][j].screen;
tileScreenInfo[i][j].water_height = tileScreenInfo[i][j].y;
}
}
tileScreenInfo[i][j].screen.z = pie_RotateProject((Vector3i*)&tileScreenInfo[i][j].x, (Vector2i*)&tileScreenInfo[i][j].screen);
}
}
/* Work out the average height */
if(numTilesAveraged) // might not be if off map
{
averageCentreTerrainHeight /= numTilesAveraged;
}
else
{
averageCentreTerrainHeight = ELEVATION_SCALE * TILE_UNITS;
}
/* This is done here as effects can light the terrain - pause mode problems though */
processEffects();
atmosUpdateSystem();
if(waterOnMap())
{
// environUpdate();
}
if(getRevealStatus())
{
avUpdateTiles();
}
//doBuildingLights();
/* ---------------------------------------------------------------- */
/* Draw all the tiles or add them to bucket sort */
/* ---------------------------------------------------------------- */
for (i = 0; i < MIN(visibleYTiles, mapHeight); i++)
{
for (j = 0; j < MIN(visibleXTiles, mapWidth); j++)
{
if (tileScreenInfo[i][j].drawInfo == TRUE)
{
//get distance of furthest corner
zMax = MAX(tileScreenInfo[i][j].screen.z, tileScreenInfo[i+1][j].screen.z);
zMax = MAX(zMax, tileScreenInfo[i+1][j+1].screen.z);
zMax = MAX(zMax, tileScreenInfo[i][j+1].screen.z);
if(zMax < 0)
{
// clipped
continue;
}
drawTerrainTile(i, j, FALSE);
if(tileScreenInfo[i][j].bWater)
{
tileIJ[i][j].i = i;
tileIJ[i][j].j = j;
tileIJ[i][j].depth = zMax;
// add the (possibly) transparent water to the bucket sort
bucketAddTypeToList(RENDER_WATERTILE, &tileIJ[i][j]);
// check if we need to draw a water edge
if ( (mapTile(playerXTile+j, playerZTile+i)->texture & TILE_NUMMASK) != WATER_TILE )
{
// the edge is in front of the water (which is drawn at z-index -1)
pie_SetDepthOffset(-2.0);
drawTerrainTile(i, j, TRUE);
pie_SetDepthOffset(0.0);
}
}
}
}
}
targetOpenList((BASE_OBJECT*)driveGetDriven());
/* ---------------------------------------------------------------- */
/* Now display all the static objects */
/* ---------------------------------------------------------------- */
displayStaticObjects(); // bucket render implemented
displayFeatures(); // bucket render implemented
displayDynamicObjects(); //bucket render implemented
if(doWeDrawProximitys())
{
displayProximityMsgs(); // bucket render implemented
}
displayDelivPoints(); // bucket render implemented
display3DProjectiles(); // bucket render implemented
atmosDrawParticles();
bucketRenderCurrentList();
pie_RemainingPasses();
pie_EndLighting();
#ifdef ARROWS
arrowDrawAll();
#endif
targetCloseList();
if(driveModeActive()) {
// If were in driving mode then mark the current target.
if(targetGetCurrent() != NULL) {
targetMarkCurrent();
}
}
if(!gamePaused())
{
doConstructionLines();
}
/* Clear the matrix stack */
iV_MatrixEnd();
locateMouse();
}
BOOL init3DView(void)
{
// the world centre - used for decaying lighting etc
gridCentreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
gridCentreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
edgeTile.texture = 0;
bEnergyBars = TRUE;
/* Base Level */
geoOffset = 192;
/* There are no drag boxes */
dragBox3D.status = DRAG_INACTIVE;
/* Arbitrary choice - from direct read! */
theSun.x = 225.0f;
theSun.y = -600.0f;
theSun.z = 450.0f;
/* Make sure and change these to comply with map.c */
imdRot.x = -35;
/* Maximum map size */
terrainMaxX = 128;
terrainMaxY = 128;
// terrainSizeX = distance/100;
// terrainSizeY = distance/100;
// terrainMidX = (terrainSizeX>>1);
// terrainMidY = terrainSizeY>>1;
/* Get all the init stuff out of here? */
initWarCam();
/* Init the game messaging system */
initConsoleMessages();
/* Initialise the effects system */
// initEffectsSystem();
atmosInitSystem();
// Set the initial fog distance
UpdateFogDistance(distance);
initDemoCamera();
/* Set up the sine table for the bullets */
initBulletTable();
/* Build our shade table for gouraud shading - 256*16 values with best match from 256 colour table */
iV_PaletteShadeTableCreate();
getDefaultColours();
/* No initial rotations */
imdRot2.x = 0;
imdRot.y = 0;
imdRot2.z = 0;
/* Set up the player */
/* player.p.y = 0;
player.p.x = mapWidth/2*TILE_UNITS;
player.p.z = mapHeight/2*TILE_UNITS;
setViewAngle(-30);
player.r.y = DEG(-45); */
bRender3DOnly = FALSE;
targetInitialise();
return TRUE;
}
// set the view position from save game
void disp3d_setView(iView *newView)
{
memcpy(&player,newView,sizeof(iView));
}
// get the view position for save game
void disp3d_getView(iView *newView)
{
memcpy(newView,&player,sizeof(iView));
}
/* John's routine - deals with flipping around the vertex ordering for source textures
when flips and rotations are being done */
static void flipsAndRots(int texture)
{
/* Used to calculate texture coordinates, which are 0-255 in value */
const UDWORD xMult = (256 / TILES_IN_PAGE_COLUMN);
const UDWORD yMult = (256 / TILES_IN_PAGE_ROW);
Vector2i sPTemp;
/* Store the source rect as four points */
sP1.x = 1;
sP1.y = 1;
sP2.x = (xMult - 1);
sP2.y = 1;
sP3.x = (xMult - 1);
sP3.y = (yMult - 1);
sP4.x = 1;
sP4.y = (yMult - 1);
if (texture & TILE_XFLIP)
{
sPTemp = sP1;
sP1 = sP2;
sP2 = sPTemp;
sPTemp = sP3;
sP3 = sP4;
sP4 = sPTemp;
}
if (texture & TILE_YFLIP)
{
sPTemp = sP1;
sP1 = sP4;
sP4 = sPTemp;
sPTemp = sP2;
sP2 = sP3;
sP3 = sPTemp;
}
switch ((texture & TILE_ROTMASK) >> TILE_ROTSHIFT)
{
case 1:
sPTemp = sP1;
sP1 = sP4;
sP4 = sP3;
sP3 = sP2;
sP2 = sPTemp;
break;
case 2:
sPTemp = sP1;
sP1 = sP3;
sP3 = sPTemp;
sPTemp = sP4;
sP4 = sP2;
sP2 = sPTemp;
break;
case 3:
sPTemp = sP1;
sP1 = sP2;
sP2 = sP3;
sP3 = sP4;
sP4 = sPTemp;
break;
}
}
/* Clips anything - not necessarily a droid */
BOOL clipXY(SDWORD x, SDWORD y)
{
if (x > (SDWORD)player.p.x && x < (SDWORD)(player.p.x+(visibleXTiles*
TILE_UNITS)) &&
y > (SDWORD)player.p.z && y < (SDWORD)(player.p.z+(visibleYTiles*TILE_UNITS)))
return(TRUE);
else
return(FALSE);
}
/* Get the onscreen corrdinates of a Object Position so we can draw a 'button' in
the Intelligence screen. VERY similar to above function*/
static void calcFlagPosScreenCoords(SDWORD *pX, SDWORD *pY, SDWORD *pR)
{
/* Get it's absolute dimensions */
Vector3i center3d = {0, 0, 0};
Vector2i center2d = {0, 0};
/* How big a box do we want - will ultimately be calculated using xmax, ymax, zmax etc */
UDWORD radius = 22;
/* Pop matrices and get the screen coordinates for last point*/
pie_RotateProject( &center3d, &center2d );
/*store the coords*/
*pX = center2d.x;
*pY = center2d.y;
*pR = radius;
}
/* Renders the bullets and their effects in 3D */
static void display3DProjectiles( void )
{
PROJ_OBJECT *psObj;
psObj = proj_GetFirst();
while ( psObj != NULL )
{
switch(psObj->state)
{
case PROJ_INFLIGHT:
// if source or destination is visible
if(gfxVisible(psObj))
{
/* don't display first frame of trajectory (projectile on firing object) */
if ( gameTime != psObj->born )
{
/* Draw a bullet at psObj->x for X coord
psObj->y for Z coord
whatever for Y (height) coord - arcing ?
*/
/* these guys get drawn last */
if(psObj->psWStats->weaponSubClass == WSC_ROCKET ||
psObj->psWStats->weaponSubClass == WSC_MISSILE ||
psObj->psWStats->weaponSubClass == WSC_COMMAND ||
psObj->psWStats->weaponSubClass == WSC_SLOWMISSILE ||
psObj->psWStats->weaponSubClass == WSC_SLOWROCKET ||
psObj->psWStats->weaponSubClass == WSC_ENERGY ||
psObj->psWStats->weaponSubClass == WSC_EMP)
{
bucketAddTypeToList(RENDER_PROJECTILE_TRANSPARENT, psObj);
}
else
{
renderProjectile(psObj);
}
}
}
break;
case PROJ_IMPACT:
break;
case PROJ_POSTIMPACT:
break;
default:
break;
} /* end switch */
psObj = proj_GetNext();
}
} /* end of function display3DProjectiles */
void renderProjectile(PROJ_OBJECT *psCurr)
{
WEAPON_STATS *psStats;
Vector3i dv;
iIMDShape *pIMD;
UDWORD brightness, specular;
// SDWORD centreX, centreZ;
psStats = psCurr->psWStats;
/* Reject flame or command since they have interim drawn fx */
if(psStats->weaponSubClass == WSC_FLAME ||
psStats->weaponSubClass == WSC_COMMAND || // || psStats->weaponSubClass == WSC_ENERGY)
psStats->weaponSubClass == WSC_ELECTRONIC ||
psStats->weaponSubClass == WSC_EMP ||
(bMultiPlayer && psStats->weaponSubClass == WSC_LAS_SAT))
// || psStats->weaponSubClass == WSC_ROCKET)
{
/* We don't do projectiles from these guys, cos there's an effect instead */
return;
}
//the weapon stats holds the reference to which graphic to use
/*Need to draw the graphic depending on what the projectile is doing - hitting target,
missing target, in flight etc - JUST DO IN FLIGHT FOR NOW! */
pIMD = psStats->pInFlightGraphic;
if (clipXY(psCurr->x,psCurr->y))
{
/* Get bullet's x coord */
dv.x = (psCurr->x - player.p.x) - terrainMidX*TILE_UNITS;
/* Get it's y coord (z coord in the 3d world */
dv.z = terrainMidY*TILE_UNITS - (psCurr->y - player.p.z);
/* What's the present height of the bullet? */
dv.y = psCurr->z;
/* Set up the matrix */
iV_MatrixBegin();
/* Translate to the correct position */
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx,0,-rz);
/* Rotate it to the direction it's facing */
imdRot2.y = DEG( (int)psCurr->direction );
iV_MatrixRotateY(-imdRot2.y);
/* pitch it */
imdRot2.x = DEG(psCurr->pitch);
iV_MatrixRotateX(imdRot2.x);
/* Spin the bullet around - remove later */
// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
brightness = (UDWORD)lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,getCentreX()-psCurr->x,getCentreZ()-psCurr->y, &specular);
if(psStats->weaponSubClass == WSC_ROCKET || psStats->weaponSubClass == WSC_MISSILE ||
psStats->weaponSubClass == WSC_SLOWROCKET || psStats->weaponSubClass == WSC_SLOWMISSILE)
{
pie_Draw3DShape(pIMD, 0, 0, brightness, 0, pie_ADDITIVE, 164);
// pie_Draw3DShape(pIMD, 0, 0, brightness, specular, pie_NO_BILINEAR, 0);
}
else
{
pie_Draw3DShape(pIMD, 0, 0, brightness, specular, pie_NO_BILINEAR, 0);
}
iV_MatrixEnd();
}
/* Flush matrices */
}
void
renderAnimComponent( const COMPONENT_OBJECT *psObj )
{
BASE_OBJECT *psParentObj = (BASE_OBJECT*)psObj->psParent;
const SDWORD posX = psParentObj->x + psObj->position.x,
posY = psParentObj->y + psObj->position.y;
ASSERT( psParentObj != NULL, "renderAnimComponent: invalid parent object pointer" );
/* only draw visible bits */
if( (psParentObj->type == OBJ_DROID) && !godMode && !demoGetStatus() &&
((DROID*)psParentObj)->visible[selectedPlayer] != UBYTE_MAX )
{
return;
}
/* render */
if( clipXY( posX, posY ) )
{
/* get parent object translation */
const Vector3i dv = {
(psParentObj->x - player.p.x) - terrainMidX * TILE_UNITS,
psParentObj->z,
terrainMidY * TILE_UNITS - (psParentObj->y - player.p.z)
};
SDWORD iPlayer;
UDWORD brightness, specular;
psParentObj->sDisplay.frameNumber = currentGameFrame;
/* Push the indentity matrix */
iV_MatrixBegin();
/* parent object translation */
iV_TRANSLATE(dv.x, dv.y, dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx, 0, -rz);
/* parent object rotations */
imdRot2.y = DEG( (int)psParentObj->direction );
iV_MatrixRotateY(-imdRot2.y);
imdRot2.x = DEG(psParentObj->pitch);
iV_MatrixRotateX(imdRot2.x);
/* object (animation) translations - ivis z and y flipped */
iV_TRANSLATE( psObj->position.x, psObj->position.z, psObj->position.y );
/* object (animation) rotations */
iV_MatrixRotateY( -psObj->orientation.z );
iV_MatrixRotateZ( -psObj->orientation.y );
iV_MatrixRotateX( -psObj->orientation.x );
/* Set frame numbers - look into this later?? FIXME!!!!!!!! */
if( psParentObj->type == OBJ_DROID )
{
DROID *psDroid = (DROID*)psParentObj;
if ( psDroid->droidType == DROID_PERSON )
{
iPlayer = psParentObj->player - 6;
pie_MatScale(75);
}
else
{
iPlayer = getPlayerColour(psParentObj->player);
}
/* Get the onscreen coordinates so we can draw a bounding box */
calcScreenCoords( psDroid );
targetAdd((BASE_OBJECT*)psDroid);
}
else
{
iPlayer = getPlayerColour(psParentObj->player);
}
//brightness and fog calculation
if (psParentObj->type == OBJ_STRUCTURE)
{
const Vector3i zero = {0, 0, 0};
Vector2i s = {0, 0};
STRUCTURE *psStructure = (STRUCTURE*)psParentObj;
brightness = 200 - (100 - PERCENT(psStructure->body, structureBody(psStructure)));
pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
targetAdd((BASE_OBJECT*)psStructure);
}
else
{
brightness = pie_MAX_BRIGHT_LEVEL;
}
if(getRevealStatus() && !godMode)
{
brightness = avGetObjLightLevel((BASE_OBJECT*)psParentObj,brightness);
}
brightness = (UDWORD)lightDoFogAndIllumination((UBYTE)brightness, getCentreX()-posX, getCentreZ()-posY, &specular);
pie_Draw3DShape(psObj->psShape, 0, iPlayer, brightness, specular, pie_NO_BILINEAR|pie_STATIC_SHADOW, 0);
/* clear stack */
iV_MatrixEnd();
}
}
/* Draw the buildings */
void displayStaticObjects( void )
{
STRUCTURE *psStructure;
UDWORD clan;
UDWORD test = 0;
ANIM_OBJECT *psAnimObj;
// to solve the flickering edges of baseplates
pie_SetDepthOffset(-1.0f);
/* Go through all the players */
for (clan = 0; clan < MAX_PLAYERS; clan++)
{
/* Now go all buildings for that player */
for(psStructure = apsStructLists[clan]; psStructure != NULL;
psStructure = psStructure->psNext)
{
test++;
/* Worth rendering the structure? */
if(clipXY(psStructure->x,psStructure->y))
{
if ( psStructure->pStructureType->type == REF_RESOURCE_EXTRACTOR &&
psStructure->psCurAnim == NULL &&
(psStructure->currentBuildPts > (SDWORD)psStructure->pStructureType->buildPoints) )
{
psStructure->psCurAnim = animObj_Add( psStructure, ID_ANIM_DERIK, 0, 0 );
}
if ( psStructure->psCurAnim == NULL ||
psStructure->psCurAnim->bVisible == FALSE ||
(psAnimObj = animObj_Find( psStructure,
psStructure->psCurAnim->uwID )) == NULL )
{
renderStructure(psStructure);
}
else
{
if ( psStructure->visible[selectedPlayer] || godMode )
{
//check not a resource extractors
if (psStructure->pStructureType->type !=
REF_RESOURCE_EXTRACTOR)
{
displayAnimation( psAnimObj, FALSE );
}
//check that a power gen exists before animationg res extrac
//else if (getPowerGenExists(psStructure->player))
/*check the building is active*/
else if (psStructure->pFunctionality->resourceExtractor.active)
{
displayAnimation( psAnimObj, FALSE );
if(selectedPlayer == psStructure->player)
{
audio_PlayObjStaticTrack( (void *) psStructure, ID_SOUND_OIL_PUMP_2 );
}
}
else
{
/* hold anim on first frame */
displayAnimation( psAnimObj, TRUE );
audio_StopObjTrack( (void *) psStructure, ID_SOUND_OIL_PUMP_2 );
}
}
}
}
}
}
pie_SetDepthOffset(0.0f);
}
//draw Factory Delivery Points
void displayDelivPoints(void)
{
FLAG_POSITION *psDelivPoint;
//only do the selected players'
/* go through all DPs for that player */
for(psDelivPoint = apsFlagPosLists[selectedPlayer]; psDelivPoint != NULL;
psDelivPoint = psDelivPoint->psNext)
{
if (clipXY(psDelivPoint->coords.x, psDelivPoint->coords.y))
{
renderDeliveryPoint(psDelivPoint);
}
}
}
/* Draw the features */
void displayFeatures( void )
{
FEATURE *psFeature;
UDWORD clan;
/* player can only be 0 for the features */
clan = 0;
/* Go through all the features */
for(psFeature = apsFeatureLists[clan]; psFeature != NULL;
psFeature = psFeature->psNext)
{
/* Is the feature worth rendering? */
if(clipXY(psFeature->x,psFeature->y))
{
renderFeature(psFeature);
}
}
}
/* Draw the Proximity messages for the **SELECTED PLAYER ONLY***/
void displayProximityMsgs( void )
{
PROXIMITY_DISPLAY *psProxDisp;
VIEW_PROXIMITY *pViewProximity;
UDWORD x, y;
/* Go through all the proximity Displays*/
for (psProxDisp = apsProxDisp[selectedPlayer]; psProxDisp != NULL;
psProxDisp = psProxDisp->psNext)
{
if(!(psProxDisp->psMessage->read))
{
if (psProxDisp->type == POS_PROXDATA)
{
pViewProximity = (VIEW_PROXIMITY*)((VIEWDATA *)psProxDisp->psMessage->
pViewData)->pData;
x = pViewProximity->x;
y = pViewProximity->y;
}
else
{
x = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->x;
y = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->y;
}
/* Is the Message worth rendering? */
//if(clipXY(pViewProximity->x,pViewProximity->y))
if(clipXY(x,y))
{
renderProximityMsg(psProxDisp);
}
}
}
}
static void displayAnimation( ANIM_OBJECT * psAnimObj, BOOL bHoldOnFirstFrame )
{
UWORD i, uwFrame;
Vector3i vecPos, vecRot, vecScale;
COMPONENT_OBJECT *psComp;
for ( i = 0; i < psAnimObj->psAnim->uwObj; i++ )
{
if ( bHoldOnFirstFrame == TRUE )
{
uwFrame = 0;
vecPos.x = vecPos.y = vecPos.z = 0;
vecRot.x = vecRot.y = vecRot.z = 0;
vecScale.x = vecScale.y = vecScale.z = 0;
}
else
{
uwFrame = anim_GetFrame3D( psAnimObj->psAnim, i, gameTime, psAnimObj->udwStartTime, psAnimObj->udwStartDelay, &vecPos, &vecRot, &vecScale );
}
if ( uwFrame != ANIM_DELAYED )
{
if ( psAnimObj->psAnim->animType == ANIM_3D_TRANS )
{
psComp = &psAnimObj->apComponents[i];
}
else
{
psComp = &psAnimObj->apComponents[uwFrame];
}
psComp->position.x = vecPos.x;
psComp->position.y = vecPos.y;
psComp->position.z = vecPos.z;
psComp->orientation.x = vecRot.x;
psComp->orientation.y = vecRot.y;
psComp->orientation.z = vecRot.z;
renderAnimComponent( psComp );
}
}
}
/* Draw the droids */
void displayDynamicObjects( void )
{
DROID *psDroid;
ANIM_OBJECT *psAnimObj;
UDWORD clan;
/* Need to go through all the droid lists */
for(clan = 0; clan < MAX_PLAYERS; clan++)
{
for(psDroid = apsDroidLists[clan]; psDroid != NULL;
psDroid = psDroid->psNext)
{
/* Find out whether the droid is worth rendering */
if(clipXY(psDroid->x,psDroid->y))
{
/* No point in adding it if you can't see it? */
if(psDroid->visible[selectedPlayer] || godMode || demoGetStatus())
{
psDroid->sDisplay.frameNumber = currentGameFrame;
renderDroid( (DROID *) psDroid);
/* draw anim if visible */
if ( psDroid->psCurAnim != NULL &&
psDroid->psCurAnim->bVisible == TRUE &&
(psAnimObj = animObj_Find( psDroid,
psDroid->psCurAnim->uwID )) != NULL )
{
displayAnimation( psAnimObj, FALSE );
}
}
} // end clipDroid
} // end for
} // end for clan
} // end Fn
/* Sets the player's position and view angle - defaults player rotations as well */
void setViewPos( UDWORD x, UDWORD y, WZ_DECL_UNUSED BOOL Pan )
{
SDWORD midX,midY;
/* Find centre of grid thats actually DRAWN */
midX = x-(visibleXTiles/2);
midY = y-(visibleYTiles/2);
player.p.x = midX*TILE_UNITS;
player.p.z = midY*TILE_UNITS;
player.r.z = 0;
if(getWarCamStatus())
{
camToggleStatus();
}
SetRadarStrobe(midX,midY);
scroll();
}
void getPlayerPos(SDWORD *px, SDWORD *py)
{
*px = player.p.x + (visibleXTiles/2)*TILE_UNITS;
*py = player.p.z + (visibleYTiles/2)*TILE_UNITS;
}
void setPlayerPos(SDWORD x, SDWORD y)
{
SDWORD midX,midY;
ASSERT( (x >= 0) && (x < (SDWORD)(mapWidth*TILE_UNITS)) &&
(y >= 0) && (y < (SDWORD)(mapHeight*TILE_UNITS)),
"setPlayerPos: position off map" );
// Find centre of grid thats actually DRAWN
midX = (x>>TILE_SHIFT)-(visibleXTiles/2);
midY = (y>>TILE_SHIFT)-(visibleYTiles/2);
player.p.x = midX*TILE_UNITS;
player.p.z = midY*TILE_UNITS;
player.r.z = 0;
SetRadarStrobe(midX,midY);
}
void setViewAngle(SDWORD angle)
{
player.r.x = DEG(360 + angle);
}
UDWORD getViewDistance(void)
{
return distance;
}
void setViewDistance(UDWORD dist)
{
dist = distance;
}
void renderFeature(FEATURE *psFeature)
{
UDWORD featX,featY;
SDWORD rotation;
UDWORD brightness, specular;
Vector3i dv;
Vector3f *vecTemp;
BOOL bForceDraw = ( !getRevealStatus() && psFeature->psStats->visibleAtStart);
int shadowFlags = 0;
if (psFeature->visible[selectedPlayer] || godMode || demoGetStatus() || bForceDraw)
{
psFeature->sDisplay.frameNumber = currentGameFrame;
/* Get it's x and y coordinates so we don't have to deref. struct later */
featX = psFeature->x;
featY = psFeature->y;
/* Daft hack to get around the oild derrick issue */
if(!TILE_HAS_FEATURE(mapTile(featX>>TILE_SHIFT,featY>>TILE_SHIFT)))
{
return;
}
dv.x = (featX - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (featY - player.p.z);
/* features sits at the height of the tile it's centre is on */
dv.y = psFeature->z;
/* Push the indentity matrix */
iV_MatrixBegin();
/* Translate the feature - N.B. We can also do rotations here should we require
buildings to face different ways - Don't know if this is necessary - should be IMO */
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx,0,-rz);
rotation = DEG( (int)psFeature->direction );
iV_MatrixRotateY(-rotation);
brightness = 200; //? HUH?
if(psFeature->psStats->subType == FEAT_SKYSCRAPER)
{
objectShimmy((BASE_OBJECT*)psFeature);
}
if(godMode || demoGetStatus() || bForceDraw)
{
brightness = 200;
}
else if(getRevealStatus())
{
brightness = avGetObjLightLevel((BASE_OBJECT*)psFeature,brightness);
}
brightness = lightDoFogAndIllumination(brightness, getCentreX() - featX, getCentreZ() - featY, &specular);
if(psFeature->psStats->subType == FEAT_BUILDING ||
psFeature->psStats->subType == FEAT_SKYSCRAPER ||
psFeature->psStats->subType == FEAT_OIL_DRUM)
{
// these cast a shadow
shadowFlags = pie_STATIC_SHADOW;
}
if(psFeature->psStats->subType == FEAT_OIL_RESOURCE)
{
vecTemp = psFeature->sDisplay.imd->points;
flattenImd(psFeature->sDisplay.imd, psFeature->x, psFeature->y, 0);
/* currentGameFrame/2 set anim running - GJ hack */
pie_Draw3DShape(psFeature->sDisplay.imd, currentGameFrame/2, 0, brightness, specular, 0, 0);
psFeature->sDisplay.imd->points = vecTemp;
}
else
{
pie_Draw3DShape(psFeature->sDisplay.imd, 0, 0, brightness, specular, shadowFlags,0);
}
{
Vector3i zero = {0, 0, 0};
Vector2i s = {0, 0};
pie_RotateProject( &zero, &s );
psFeature->sDisplay.screenX = s.x;
psFeature->sDisplay.screenY = s.y;
targetAdd((BASE_OBJECT*)psFeature);
}
iV_MatrixEnd();
}
}
void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
{
UDWORD msgX = 0, msgY = 0;
Vector3i dv = { 0, 0, 0 };
VIEW_PROXIMITY *pViewProximity = NULL;
SDWORD x, y, r;
iIMDShape *proxImd = NULL;
UDWORD brightness, specular;
//store the frame number for when deciding what has been clicked on
psProxDisp->frameNumber = currentGameFrame;
/* Get it's x and y coordinates so we don't have to deref. struct later */
if (psProxDisp->type == POS_PROXDATA)
{
pViewProximity = (VIEW_PROXIMITY*)((VIEWDATA *)psProxDisp->psMessage->
pViewData)->pData;
if (pViewProximity)
{
msgX = pViewProximity->x;
msgY = pViewProximity->y;
/* message sits at the height specified at input*/
dv.y = pViewProximity->z + 64;
/* in case of a beacon message put above objects */
if(((VIEWDATA *)psProxDisp->psMessage->pViewData)->type == VIEW_HELP)
{
if(TILE_OCCUPIED(mapTile(msgX / TILE_UNITS,msgY / TILE_UNITS)))
dv.y = pViewProximity->z + 150;
}
}
}
else if (psProxDisp->type == POS_PROXOBJ)
{
msgX = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->x;
msgY = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->y;
/* message sits at the height specified at input*/
dv.y = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->z + 64;
}
else
{
ASSERT(!"unknown proximity display message type", "Buggered proximity message type");
}
brightness = lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,getCentreX()-msgX,getCentreZ()-msgY, &specular);
dv.x = (msgX - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (msgY - player.p.z);
/* Push the indentity matrix */
iV_MatrixBegin();
/* Translate the message */
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx,0,-rz);
//get the appropriate IMD
if (pViewProximity)
{
switch(pViewProximity->proxType)
{
case PROX_ENEMY:
proxImd = getImdFromIndex(MI_BLIP_ENEMY);
break;
case PROX_RESOURCE:
proxImd = getImdFromIndex(MI_BLIP_RESOURCE);
break;
case PROX_ARTEFACT:
proxImd = getImdFromIndex(MI_BLIP_ARTEFACT);
break;
default:
ASSERT(!"unknown proximity display message type", "Buggered proximity message type");
break;
}
}
else
{
//object Proximity displays are for oil resources and artefacts
ASSERT( ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->type ==
OBJ_FEATURE, "renderProximityMsg: invalid feature" );
if (((FEATURE *)psProxDisp->psMessage->pViewData)->psStats->subType ==
FEAT_OIL_RESOURCE)
{
//resource
proxImd = getImdFromIndex(MI_BLIP_RESOURCE);
}
else
{
//artefact
proxImd = getImdFromIndex(MI_BLIP_ARTEFACT);
}
}
iV_MatrixRotateY(-player.r.y);
iV_MatrixRotateX(-player.r.x);
if(!gamePaused())
{
pie_Draw3DShape(proxImd, getTimeValueRange(1000,4), 0, brightness, specular, pie_ADDITIVE, 192);
}
else
{
pie_Draw3DShape(proxImd, 0, 0, brightness, specular, pie_ADDITIVE, 192);
}
//get the screen coords for determining when clicked on
calcFlagPosScreenCoords(&x, &y, &r);
psProxDisp->screenX = x;
psProxDisp->screenY = y;
psProxDisp->screenR = r;
//storeProximityScreenCoords(psMessage, x, y);
iV_MatrixEnd();
}
// Draw the structures
// FIXME: this function is not completely multiple weapons compatible
void renderStructure(STRUCTURE *psStructure)
{
SDWORD structX,structY;
iIMDShape *baseImd,*strImd;//*mountImd,*weaponImd,*flashImd;
iIMDShape *mountImd[STRUCT_MAXWEAPS];
iIMDShape *weaponImd[STRUCT_MAXWEAPS];
iIMDShape *flashImd[STRUCT_MAXWEAPS];
SDWORD rotation;
SDWORD frame;
SDWORD playerFrame;
SDWORD animFrame;
UDWORD nWeaponStat;
UDWORD buildingBrightness, specular;
Vector3i dv;
SDWORD i;
iIMDShape *lImd = NULL, *imd = NULL;
Vector3f *temp = NULL;
BOOL bHitByElectronic = FALSE;
iIMDShape *pRepImd;
BOOL defensive = FALSE;
if(psStructure->pStructureType->type == REF_WALL ||
psStructure->pStructureType->type == REF_WALLCORNER)
{
renderWallSection(psStructure);
return;
}
if ( psStructure->pStructureType->type == REF_DEFENSE )
{
defensive = TRUE;
}
// -------------------------------------------------------------------------------
playerFrame =getPlayerColour(psStructure->player);
/* Power stations and factories have pulsing lights */
if ( !defensive && psStructure->sDisplay.imd->numFrames > 0 )
{
/*OK, so we've got a hack for a new structure - its a 2x2 wall but
we've called it a BLAST_DOOR cos we don't want it to use the wallDrag code
So its got clan colour trim and not really an anim - these HACKS just keep
coming back to haunt us hey? - AB 02/09/99*/
if ( bMultiPlayer && psStructure->pStructureType->type == REF_BLASTDOOR )
{
animFrame = getPlayerColour( psStructure->player );
}
else
{
//calculate an animation frame
animFrame = (gameTime % (STRUCTURE_ANIM_RATE * GAME_TICKS_PER_SEC)) / GAME_TICKS_PER_SEC;
}
}
else if ( !defensive )
{
animFrame = 0;
} else {
animFrame = playerFrame;
}
// -------------------------------------------------------------------------------
if(psStructure->visible[selectedPlayer] || godMode || demoGetStatus())
{
/* Mark it as having been drawn */
psStructure->sDisplay.frameNumber = currentGameFrame;
/* Get it's x and y coordinates so we don't have to deref. struct later */
structX = psStructure->x;
structY = psStructure->y;
if ( defensive )
{
// Play with the imd so its flattened
imd = psStructure->sDisplay.imd;
if ( imd != NULL )
{
SDWORD strHeight;
// Get a copy of the points
memcpy( alteredPoints, imd->points, imd->npoints * sizeof(Vector3f) );
// Get the height of the centre point for reference
strHeight = psStructure->z;//map_Height(structX,structY) + 64;
// Now we got through the shape looking for vertices on the edge
for ( i= 0; i < imd->npoints; i++)
{
if ( alteredPoints[i].y <= 0 )
{
SDWORD pointHeight, shift;
pointHeight = map_Height( structX+alteredPoints[i].x, structY-alteredPoints[i].z );
shift = strHeight - pointHeight;
alteredPoints[i].y -= shift;
}
}
}
}
dv.x = (structX - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (structY - player.p.z);
if ( defensive )
{
dv.y = psStructure->z;
} else {
dv.y = map_TileHeight(structX >> TILE_SHIFT, structY >> TILE_SHIFT);
}
/* Push the indentity matrix */
iV_MatrixBegin();
/* Translate the building - N.B. We can also do rotations here should we require
buildings to face different ways - Don't know if this is necessary - should be IMO */
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx, 0, -rz);
/* OK - here is where we establish which IMD to draw for the building - luckily static objects,
* buildings in other words are NOT made up of components - much quicker! */
rotation = DEG( (int)psStructure->direction );
iV_MatrixRotateY(-rotation);
if (!defensive
&& gameTime2-psStructure->timeLastHit < ELEC_DAMAGE_DURATION
&& psStructure->lastHitWeapon == WSC_ELECTRONIC )
{
bHitByElectronic = TRUE;
}
buildingBrightness = 200 - (100-PERCENT( psStructure->body , structureBody(psStructure)));
/* If it's selected, then it's brighter */
if (psStructure->selected)
{
SDWORD brightVar;
if(!gamePaused())
{
brightVar = getStaticTimeValueRange(990,110);
if(brightVar>55) brightVar = 110-brightVar;
}
else
{
brightVar = 55;
}
buildingBrightness = 200 + brightVar;
}
if ( !godMode && !demoGetStatus() && getRevealStatus() )
{
buildingBrightness = avGetObjLightLevel((BASE_OBJECT*)psStructure,buildingBrightness);
}
buildingBrightness = lightDoFogAndIllumination((UBYTE)buildingBrightness,getCentreX()-psStructure->x,getCentreZ()-psStructure->y, &specular);
if ( !defensive )
{
/* Draw the building's base first */
baseImd = psStructure->pStructureType->pBaseIMD;
if(baseImd != NULL)
{
pie_Draw3DShape(baseImd, 0, 0, buildingBrightness, specular, 0,0);
}
// override
if(bHitByElectronic)
{
buildingBrightness = 150;
}
imd = psStructure->sDisplay.imd;
if(imd != NULL && bHitByElectronic)
{
// Get a copy of the points
memcpy(alteredPoints, imd->points, imd->npoints * sizeof(Vector3i));
for(i=0; i<imd->npoints; i++)
{
SDWORD yVar = (10 - rand() % 20);
alteredPoints[i].x += yVar - (rand()%2*yVar);
alteredPoints[i].z += yVar - (rand()%2*yVar);
}
temp = imd->points;
imd->points = alteredPoints;
}
}
//first check if partially built - ANOTHER HACK!
if ( (psStructure->status == SS_BEING_BUILT ) ||
(psStructure->status == SS_BEING_DEMOLISHED ) ||
(psStructure->status == SS_BEING_BUILT && psStructure->pStructureType->type == REF_RESOURCE_EXTRACTOR) )
{
if ( defensive )
{
temp = imd->points;
imd->points = alteredPoints;
}
pie_Draw3DShape(imd, 0, playerFrame, buildingBrightness, specular, pie_HEIGHT_SCALED|pie_SHADOW,
(SDWORD)(structHeightScale(psStructure) * pie_RAISE_SCALE));
if (bHitByElectronic || defensive)
{
imd->points = temp;
}
}
else if(psStructure->status == SS_BUILT)
{
if ( defensive )
{
temp = imd->points;
imd->points = alteredPoints;
}
pie_Draw3DShape(imd, animFrame, 0, buildingBrightness, specular, pie_STATIC_SHADOW,0);
if (bHitByElectronic || defensive)
{
imd->points = temp;
}
// It might have weapons on it
if((psStructure->sDisplay.imd->nconnectors > 0 && psStructure->numWeaps == psStructure->sDisplay.imd->nconnectors) ||
psStructure->sDisplay.imd->nconnectors > 0)
{
for (i = 0;i < STRUCT_MAXWEAPS;i++)
{
weaponImd[i] = NULL;//weapon is gun ecm or sensor
mountImd[i] = NULL;
flashImd[i] = NULL;
}
strImd = psStructure->sDisplay.imd;
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
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;
flashImd[i] = asWeaponStats[nWeaponStat].pMuzzleGraphic;
}
}
}
else
{
if (psStructure->asWeaps[0].nStat > 0)
{
nWeaponStat = psStructure->asWeaps[0].nStat;
weaponImd[0] = asWeaponStats[nWeaponStat].pIMD;
mountImd[0] = asWeaponStats[nWeaponStat].pMountGraphic;
flashImd[0] = asWeaponStats[nWeaponStat].pMuzzleGraphic;
}
}
if (weaponImd[0] == NULL)
{
//check for ECM
if (psStructure->pStructureType->pECM != NULL)
{
weaponImd[0] = psStructure->pStructureType->pECM->pIMD;
mountImd[0] = psStructure->pStructureType->pECM->pMountGraphic;
flashImd[0] = NULL;
}
}
if (weaponImd[0] == NULL)
{
//check for sensor
if (psStructure->pStructureType->pSensor != NULL)
{
weaponImd[0] = psStructure->pStructureType->pSensor->pIMD;
/* No recoil for sensors */
psStructure->asWeaps[0].recoilValue = 0;
mountImd[0] = psStructure->pStructureType->pSensor->pMountGraphic;
flashImd[0] = NULL;
}
}
//draw Weapon/ECM/Sensor for structure
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_TRANSLATE(0,0,psStructure->asWeaps[i].recoilValue/3);
pie_Draw3DShape(mountImd[i], animFrame, 0, buildingBrightness, specular, pie_SHADOW,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_TRANSLATE(0,0,psStructure->asWeaps[i].recoilValue);
pie_Draw3DShape(weaponImd[i], playerFrame, 0, buildingBrightness, specular, pie_SHADOW,0);
if(psStructure->pStructureType->type == REF_REPAIR_FACILITY)
{
REPAIR_FACILITY* psRepairFac = &psStructure->pFunctionality->repairFacility;
//draw repair flash if the Repair Facility has a target which it has started work on
if(weaponImd[i]->nconnectors && psRepairFac->psObj!=NULL
&& psRepairFac->psObj->type == OBJ_DROID &&
((DROID *)psRepairFac->psObj)->action == DACTION_WAITDURINGREPAIR )
{
iV_TRANSLATE(weaponImd[i]->connectors->x,weaponImd[i]->connectors->z-12,weaponImd[i]->connectors->y);
pRepImd = getImdFromIndex(MI_FLAME);
pie_MatRotY(DEG((SDWORD)psStructure->turretRotation[i]));
iV_MatrixRotateY(-player.r.y);
iV_MatrixRotateX(-player.r.x);
pie_Draw3DShape(pRepImd, getStaticTimeValueRange(100,pRepImd->numFrames), 0, buildingBrightness, 0, pie_ADDITIVE, 192);
iV_MatrixRotateX(player.r.x);
iV_MatrixRotateY(player.r.y);
pie_MatRotY(DEG((SDWORD)psStructure->turretRotation[i]));
}
}
//we have a droid weapon so do we draw a muzzle flash
else if( weaponImd[i]->nconnectors && psStructure->visible[selectedPlayer]>(UBYTE_MAX/2))
{
/* Now we need to move to the end fo the barrel */
pie_TRANSLATE( weaponImd[i]->connectors[0].x,
weaponImd[i]->connectors[0].z,
weaponImd[i]->connectors[0].y );
//and draw the muzzle flash
//animate for the duration of the flash only
if(flashImd[i])
{
//assume no clan colours formuzzle effects
if ((flashImd[i]->numFrames == 0) || (flashImd[i]->animInterval <= 0))//no anim so display one frame for a fixed time
{
if (gameTime < (psStructure->asWeaps[i].lastFired + BASE_MUZZLE_FLASH_DURATION))
{
pie_Draw3DShape(flashImd[i], 0, 0, buildingBrightness, specular, pie_ADDITIVE, 128);//muzzle flash
}
}
else
{
frame = (gameTime - psStructure->asWeaps[i].lastFired)/flashImd[i]->animInterval;
if (frame < flashImd[i]->numFrames)
{
pie_Draw3DShape(flashImd[i], frame, 0, buildingBrightness, specular, pie_ADDITIVE, 20);//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_TRANSLATE(0,0,psStructure->asWeaps[0].recoilValue/3);
pie_Draw3DShape(mountImd[0], animFrame, 0, buildingBrightness, specular, pie_SHADOW,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_TRANSLATE(0,0,psStructure->asWeaps[0].recoilValue);
pie_Draw3DShape(weaponImd[0], playerFrame, 0, buildingBrightness, specular, pie_SHADOW,0);
if(psStructure->pStructureType->type == REF_REPAIR_FACILITY)
{
REPAIR_FACILITY* psRepairFac = &psStructure->pFunctionality->repairFacility;
//draw repair flash if the Repair Facility has a target which it has started work on
if(weaponImd[0]->nconnectors && psRepairFac->psObj!=NULL
&& psRepairFac->psObj->type == OBJ_DROID &&
((DROID *)psRepairFac->psObj)->action == DACTION_WAITDURINGREPAIR )
{
iV_TRANSLATE(weaponImd[0]->connectors->x,weaponImd[0]->connectors->z-12,weaponImd[0]->connectors->y);
pRepImd = getImdFromIndex(MI_FLAME);
pie_MatRotY(DEG((SDWORD)psStructure->turretRotation[0]));
iV_MatrixRotateY(-player.r.y);
iV_MatrixRotateX(-player.r.x);
pie_Draw3DShape(pRepImd, getStaticTimeValueRange(100,pRepImd->numFrames), 0, buildingBrightness, 0, pie_ADDITIVE, 192);
iV_MatrixRotateX(player.r.x);
iV_MatrixRotateY(player.r.y);
pie_MatRotY(DEG((SDWORD)psStructure->turretRotation[0]));
}
}
//we have a droid weapon so do we draw a muzzle flash
else if( weaponImd[0]->nconnectors && psStructure->visible[selectedPlayer]>(UBYTE_MAX/2))
{
/* Now we need to move to the end fo the barrel */
pie_TRANSLATE( weaponImd[0]->connectors[0].x,
weaponImd[0]->connectors[0].z,
weaponImd[0]->connectors[0].y );
//and draw the muzzle flash
//animate for the duration of the flash only
if(flashImd[0])
{
//assume no clan colours formuzzle effects
if ((flashImd[0]->numFrames == 0) || (flashImd[0]->animInterval <= 0))//no anim so display one frame for a fixed time
{
if (gameTime < (psStructure->asWeaps[0].lastFired + BASE_MUZZLE_FLASH_DURATION))
{
pie_Draw3DShape(flashImd[0], 0, 0, buildingBrightness, specular, pie_ADDITIVE, 128);//muzzle flash
}
}
else
{
frame = (gameTime - psStructure->asWeaps[0].lastFired)/flashImd[0]->animInterval;
if (frame < flashImd[0]->numFrames)
{
pie_Draw3DShape(flashImd[0], frame, 0, buildingBrightness, specular, pie_ADDITIVE, 20);//muzzle flash
}
}
}
}
iV_MatrixEnd();
}
}
}
else if(psStructure->sDisplay.imd->nconnectors > 1 && psStructure->numWeaps < psStructure->sDisplay.imd->nconnectors)// add some lights if we have the connectors for it
{
for (i = 0; i < psStructure->sDisplay.imd->nconnectors; i++)
{
iV_MatrixBegin();
iV_TRANSLATE(psStructure->sDisplay.imd->connectors->x,psStructure->sDisplay.imd->connectors->z,psStructure->sDisplay.imd->connectors->y);
lImd = getImdFromIndex(MI_LANDING);
pie_Draw3DShape(lImd, getStaticTimeValueRange(1024,lImd->numFrames), 0, buildingBrightness, specular, 0,0);//pie_TRANSLUCENT, psStructure->visible[selectedPlayer]);
iV_MatrixEnd();
}
}
else //its a baba machine gun
{
if (psStructure->asWeaps[0].nStat > 0)
{
flashImd[0] = NULL;
strImd = psStructure->sDisplay.imd;
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
nWeaponStat = psStructure->asWeaps[0].nStat;
flashImd[0] = asWeaponStats[nWeaponStat].pMuzzleGraphic;
//draw Weapon/ECM/Sensor for structure
if(flashImd[0] != NULL)
{
iV_MatrixBegin();
//horrendous hack
if (strImd->ymax > 80)//babatower
{
iV_TRANSLATE(0,80,0);
pie_MatRotY(DEG(-((SDWORD)psStructure->turretRotation[0])));
iV_TRANSLATE(0,0,-20);
}
else//baba bunker
{
iV_TRANSLATE(0,10,0);
pie_MatRotY(DEG(-((SDWORD)psStructure->turretRotation[0])));
iV_TRANSLATE(0,0,-40);
}
iV_MatrixRotateX(DEG(psStructure->turretPitch[0]));
//and draw the muzzle flash
//animate for the duration of the flash only
//assume no clan colours formuzzle effects
if ((flashImd[0]->numFrames == 0) || (flashImd[0]->animInterval <= 0))//no anim so display one frame for a fixed time
{
if (gameTime < (psStructure->asWeaps[0].lastFired + BASE_MUZZLE_FLASH_DURATION))
{
pie_Draw3DShape(flashImd[0], 0, 0, buildingBrightness, specular, 0, 0);//muzzle flash
}
}
else
{
frame = (gameTime - psStructure->asWeaps[0].lastFired)/flashImd[0]->animInterval;
if (frame < flashImd[0]->numFrames)
{
pie_Draw3DShape(flashImd[0], 0, 0, buildingBrightness, specular, 0, 0);//muzzle flash
}
}
iV_MatrixEnd();
}
}
}
}
{
Vector3i zero = {0, 0, 0};
Vector2i s = {0, 0};
pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
targetAdd((BASE_OBJECT*)psStructure);
}
iV_MatrixEnd();
}
}
/*draw the delivery points */
void renderDeliveryPoint(FLAG_POSITION *psPosition)
{
Vector3i dv;
SDWORD x, y, r;
Vector3f *temp = NULL;
SDWORD buildingBrightness, specular;
//store the frame number for when deciding what has been clicked on
psPosition->frameNumber = currentGameFrame;
dv.x = (psPosition->coords.x - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (psPosition->coords.y - player.p.z);
dv.y = psPosition->coords.z;
/* Push the indentity matrix */
iV_MatrixBegin();
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx,0,-rz);
//quick check for invalid data
ASSERT( psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY, "Invalid assembly point" );
if(!psPosition->selected)
{
temp = pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc]->points;
flattenImd(pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc],
psPosition->coords.x, psPosition->coords.y,0);
}
pie_MatScale(50); // they are all big now so make this one smaller too
buildingBrightness = lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,
getCentreX() - psPosition->coords.x, getCentreZ() - psPosition->coords.y, (UDWORD*)&specular);
pie_Draw3DShape(pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc], 0, 0, buildingBrightness, specular, pie_NO_BILINEAR, 0);
if(!psPosition->selected)
{
pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc]->points = temp;
}
//get the screen coords for the DP
calcFlagPosScreenCoords(&x, &y, &r);
psPosition->screenX = x;
psPosition->screenY = y;
psPosition->screenR = r;
iV_MatrixEnd();
}
static BOOL renderWallSection(STRUCTURE *psStructure)
{
SDWORD structX,structY;
UDWORD brightness;
iIMDShape *imd;
SDWORD rotation;
Vector3i dv;
UDWORD i;
Vector3f *temp;
UDWORD buildingBrightness, specular;
// HACK to be able to use static shadows for walls
// We just store a separate IMD for each direction
static iIMDShape otherDirections[3];
static BOOL directionSet[3] = {FALSE, FALSE, FALSE};
iIMDShape *originalDirection = NULL;
if(psStructure->visible[selectedPlayer] || godMode || demoGetStatus())
{
psStructure->sDisplay.frameNumber = currentGameFrame;
/* Get it's x and y coordinates so we don't have to deref. struct later */
structX = psStructure->x;
structY = psStructure->y;
// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
buildingBrightness = 200 - (100-PERCENT( psStructure->body , structureBody(psStructure)));
if(psStructure->selected)
{
SDWORD brightVar;
if(!gamePaused())
{
brightVar = getStaticTimeValueRange(990,110);
if(brightVar>55) brightVar = 110-brightVar;
}
else
{
brightVar = 55;
}
buildingBrightness = 200 + brightVar;
}
if(godMode || demoGetStatus())
{
/* NOP */
}
else if(getRevealStatus())
{
buildingBrightness = avGetObjLightLevel((BASE_OBJECT*)psStructure,buildingBrightness);
}
brightness = lightDoFogAndIllumination((UBYTE)buildingBrightness,getCentreX()-structX,getCentreZ()-structY, &specular);
/*
Right, now the tricky bit, we need to bugger about with the coordinates of the imd to make it
fit tightly to the ground and to neighbours.
*/
imd = psStructure->pStructureType->pBaseIMD;
if(imd != NULL)
{
UDWORD centreHeight;
// Get a copy of the points
memcpy(alteredPoints,imd->points,imd->npoints*sizeof(Vector3i));
// Get the height of the centre point for reference
centreHeight = map_Height(structX,structY);
// Now we got through the shape looking for vertices on the edge
for(i=0; i<(UDWORD)imd->npoints; i++)
{
UDWORD pointHeight;
SDWORD shift;
pointHeight = map_Height(structX+alteredPoints[i].x,structY-alteredPoints[i].z);
shift = centreHeight - pointHeight;
alteredPoints[i].y -= shift;
}
}
/* Establish where it is in the world */
dv.x = (structX - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (structY - player.p.z);
dv.y = map_Height(structX, structY);
/* Push the indentity matrix */
iV_MatrixBegin();
/* Translate */
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx, 0, -rz);
rotation = DEG( (int)psStructure->direction );
iV_MatrixRotateY(-rotation);
if(imd != NULL)
{
// Make the imd pointer to the vertex list point to ours
temp = imd->points;
imd->points = alteredPoints;
// Actually render it
pie_Draw3DShape(imd, 0, getPlayerColour(psStructure->player), brightness, specular, 0, 0);
imd->points = temp;
}
imd = psStructure->sDisplay.imd;
temp = imd->points;
// now check if we need to apply the wall hack
if ( psStructure->direction > 0 && psStructure->pStructureType->type == REF_WALL )
{
// switch them
originalDirection = imd;
imd = &otherDirections[(int)psStructure->direction / 90 - 1];
if(!directionSet[(int)psStructure->direction / 90 - 1])
{
// not yet initialised, so do that now
*imd = *originalDirection;
imd->shadowEdgeList = NULL;
directionSet[(int)psStructure->direction / 90 - 1] = TRUE;
}
}
flattenImd(imd, structX, structY, psStructure->direction );
/* Actually render it */
if ( (psStructure->status == SS_BEING_BUILT ) ||
(psStructure->status == SS_BEING_DEMOLISHED ) ||
(psStructure->status == SS_BEING_BUILT && psStructure->pStructureType->type == REF_RESOURCE_EXTRACTOR) )
{
pie_Draw3DShape( psStructure->sDisplay.imd, 0, getPlayerColour(psStructure->player),
brightness, specular, pie_HEIGHT_SCALED|pie_SHADOW,
(SDWORD)(structHeightScale(psStructure) * pie_RAISE_SCALE) );
}
else if(psStructure->status == SS_BUILT)
{
pie_Draw3DShape(imd, 0, getPlayerColour(psStructure->player), brightness, specular, pie_STATIC_SHADOW, 0);
}
imd->points = temp;
if ( psStructure->direction > 0 && psStructure->pStructureType->type == REF_WALL )
{
// switch back
imd = originalDirection;
}
{
Vector3i zero = {0, 0, 0};
Vector2i s = {0, 0};
pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
}
iV_MatrixEnd();
return(TRUE);
}
return FALSE;
}
/* renderShadow: draws shadow under droid */
void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
{
Vector3i dv;
Vector3f *pVecTemp;
SDWORD shadowScale;
UDWORD brightness, specular;
dv.x = (psDroid->x - player.p.x) - terrainMidX*TILE_UNITS;
if(psDroid->droidType == DROID_TRANSPORTER)
{
dv.x -= bobTransporterHeight()/2;
}
dv.z = terrainMidY*TILE_UNITS - (psDroid->y - player.p.z);
dv.y = map_Height(psDroid->x, psDroid->y);
/* Push the indentity matrix */
iV_MatrixBegin();
iV_TRANSLATE(dv.x,dv.y,dv.z);
/* Get the x,z translation components */
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
iV_TRANSLATE(rx,0,-rz);
if(psDroid->droidType == DROID_TRANSPORTER)
{
iV_MatrixRotateY( DEG( -psDroid->direction ) );
}
pVecTemp = psShadowIMD->points;
if(psDroid->droidType == DROID_TRANSPORTER)
{
flattenImd( psShadowIMD, psDroid->x, psDroid->y, 0);
shadowScale = 100-(psDroid->z/100);
if(shadowScale < 50) shadowScale = 50;
}
else
{
pie_MatRotY( DEG(-psDroid->direction ) );
pie_MatRotX( DEG( psDroid->pitch ) );
pie_MatRotZ( DEG( psDroid->roll ) );
}
brightness = (UDWORD)lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,getCentreX()-psDroid->x,getCentreZ()-psDroid->y, &specular);
pie_Draw3DShape( psShadowIMD, 0, 0, brightness, specular, pie_TRANSLUCENT, 128);
psShadowIMD->points = pVecTemp;
iV_MatrixEnd();
}
/* Draw the droids */
void renderDroid( DROID *psDroid )
{
//PROPULSION_STATS *psPropStats;
// ASSERT( psDroid->x != 0 && psDroid->y != 0,
// "moveUpdateUnit: unit at (0,0)" );
// psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
// ASSERT( psPropStats != NULL,
// "moveUpdateDroid: invalid propulsion stats pointer" );
/*
if ( psPropStats->propulsionType == LIFT )
{
if ( psDroid->droidType != DROID_TRANSPORTER )
{
renderShadow( psDroid, getImdFromIndex(MI_SHADOW) );
}
}
*/
displayComponentObject( (BASE_OBJECT *) psDroid);
targetAdd((BASE_OBJECT*)psDroid);
return;
} // end Fn
/* Draws the strobing 3D drag box that is used for multiple selection */
static void drawDragBox( void )
{
int minX, maxX; // SHURCOOL: These 4 ints will hold the corners of the selection box
int minY, maxY;
if(dragBox3D.status == DRAG_DRAGGING && buildState == BUILD3D_NONE)
{
if(gameTime - dragBox3D.lastTime > BOX_PULSE_SPEED)
{
dragBox3D.boxColourIndex++;
if(dragBox3D.boxColourIndex>=BOX_PULSE_SIZE)
{
dragBox3D.boxColourIndex = 0;
}
dragBox3D.lastTime = gameTime;
}
// SHURCOOL: Determine the 4 corners of the selection box, and use them for consistent selection box rendering
minX = MIN(dragBox3D.x1, mouseXPos);
maxX = MAX(dragBox3D.x1, mouseXPos);
minY = MIN(dragBox3D.y1, mouseYPos);
maxY = MAX(dragBox3D.y1, mouseYPos);
// SHURCOOL: Reduce the box in size to produce a (consistent) pulsing inward effect
minX += dragBox3D.boxColourIndex/2;
maxX -= dragBox3D.boxColourIndex/2;
minY += dragBox3D.boxColourIndex/2;
maxY -= dragBox3D.boxColourIndex/2;
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);
iV_Box(minX, minY,
maxX, maxY,
boxPulseColours[dragBox3D.boxColourIndex]);
if (war_GetTranslucent())
{
pie_UniTransBoxFill(minX+1, minY+1,
maxX-1, maxY-1,
0x00ffffff, 16);
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
}
// display reload bars for structures and droids
// Watermelon:make it to accept additional int value weapon_slot
// this should fix the overlapped reloadbar problem
static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_slot)
{
WEAPON_STATS *psStats;
BOOL bSalvo;
UDWORD firingStage, interval, damLevel;
SDWORD scrX,scrY, scrR, scale;
STRUCTURE *psStruct;
/* ****************/
// display unit resistance instead of reload!
float mulH;
DROID *psDroid;
if (ctrlShiftDown() && (psObj->type == OBJ_DROID))
{
psDroid = (DROID*)psObj;
scrX = psObj->sDisplay.screenX;
scrY = psObj->sDisplay.screenY;
scrR = psObj->sDisplay.screenR;
scrY += scrR + 2;
if (psDroid->resistance)
{
mulH = MAKEFRACT(psDroid->resistance) / MAKEFRACT(droidResistance(psDroid));
}
else
{
mulH = 100;
}
firingStage = MAKEINT(mulH);
firingStage = ((((2*scrR)*10000)/100)*firingStage)/10000;
if(firingStage >= (UDWORD)(2*scrR))
{
firingStage = (2*scrR) - 1;
}
pie_BoxFill(scrX - scrR-1, 6+scrY + 0 + (weapon_slot * 5), scrX - scrR +(2*scrR), 6+scrY+3 + (weapon_slot * 5), 0x00020202);
pie_BoxFill(scrX - scrR, 6+scrY + 1 + (weapon_slot * 5), scrX - scrR +firingStage, 6+scrY+2 + (weapon_slot * 5), 0x00ffffff);
return;
}
/* ******** ********/
if (psWeap->nStat == 0)
{
// no weapon
return;
}
psStats = asWeaponStats + psWeap->nStat;
/* Justifiable only when greater than a one second reload
or intra salvo time */
bSalvo = FALSE;
if(psStats->numRounds > 1)
{
bSalvo = TRUE;
}
if( (bSalvo && (psStats->reloadTime > GAME_TICKS_PER_SEC)) ||
(psStats->firePause > GAME_TICKS_PER_SEC) ||
((psObj->type == OBJ_DROID) && vtolDroid((DROID *)psObj)) )
{
if ((psObj->type == OBJ_DROID) &&
vtolDroid((DROID *)psObj))
{
//deal with VTOLs
firingStage = getNumAttackRuns((DROID *)psObj, weapon_slot) - ((DROID *)psObj)->sMove.iAttackRuns[weapon_slot];
//compare with max value
interval = getNumAttackRuns((DROID *)psObj, weapon_slot);
}
else
{
firingStage = gameTime - psWeap->lastFired;
if (bSalvo)
{
interval = psStats->reloadTime;
}
else
{
interval = weaponFirePause(psStats, psObj->player);
}
//we haven't calculated the damLevel yet! DOH!
/*if (damLevel < HEAVY_DAMAGE_LEVEL)
{
interval += interval;
}*/
}
scrX = psObj->sDisplay.screenX;
scrY = psObj->sDisplay.screenY;
scrR = psObj->sDisplay.screenR;
switch (psObj->type)
{
case OBJ_DROID:
damLevel = PERCENT(((DROID *)psObj)->body, ((DROID *)psObj)->originalBody);
scrY += scrR + 2;
break;
case OBJ_STRUCTURE:
psStruct = (STRUCTURE *)psObj;
damLevel = PERCENT(psStruct->body, structureBody(psStruct));
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
scrY += scale * 10 - 1;
scrR = scale * 20;
break;
default:
ASSERT(!"invalid object type", "drawWeaponReloadBars: invalid object type");
damLevel = 100;
break;
}
//now we know what it is!!
if (damLevel < HEAVY_DAMAGE_LEVEL)
{
interval += interval;
}
if(firingStage < interval)
{
/* Get a percentage */
firingStage = PERCENT(firingStage,interval);
/* Scale it into an appropriate range */
firingStage = ((((2*scrR)*10000)/100)*firingStage)/10000;
if(firingStage >= (UDWORD)(2*scrR))
{
firingStage = (2*scrR) - 1;
}
/* Power bars */
pie_BoxFill(scrX - scrR-1, 6+scrY + 0 + (weapon_slot * 5), scrX - scrR +(2*scrR), 6+scrY+3 + (weapon_slot * 5), 0x00020202);
pie_BoxFill(scrX - scrR, 6+scrY + 1 + (weapon_slot * 5), scrX - scrR +firingStage, 6+scrY+2 + (weapon_slot * 5), 0x00ffffff);
}
}
}
static void drawStructureSelections( void )
{
STRUCTURE *psStruct;
SDWORD scrX,scrY,scrR;
UDWORD longPowerCol = 0;
UBYTE powerCol;
UDWORD health,width;
UDWORD scale;
UDWORD i;
BASE_OBJECT *psClickedOn;
BOOL bMouseOverStructure = FALSE;
BOOL bMouseOverOwnStructure = FALSE;
float mulH;
psClickedOn = mouseTarget();
if(psClickedOn!=NULL && psClickedOn->type == OBJ_STRUCTURE)
{
bMouseOverStructure = TRUE;
if(psClickedOn->player == selectedPlayer)
{
bMouseOverOwnStructure = TRUE;
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
/* Go thru' all the buildings */
for(psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
{
if(clipXY(psStruct->x,psStruct->y))
{
/* If it's selected */
if( (psStruct->selected)
|| (bMouseOverOwnStructure && (psStruct==(STRUCTURE*)psClickedOn)
&& (((STRUCTURE*)psClickedOn)->status==SS_BUILT)
/* If it was clipped - reject it */
&& psStruct->sDisplay.frameNumber == currentGameFrame))
{
//----
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = width;
//health = PERCENT(psStruct->body, psStruct->baseBodyPoints);
if (ctrlShiftDown())
{
//show resistance values if CTRL/SHIFT depressed
UDWORD resistance = structureResistance(
psStruct->pStructureType, psStruct->player);
if (resistance)
{
health = PERCENT(psStruct->resistance, resistance);
}
else
{
health = 100;
}
}
else
{
//show body points
health = PERCENT(psStruct->body, structureBody(psStruct));
}
if(health>100) health =100;
if (health > REPAIRLEV_HIGH) {
longPowerCol = 0x0000ff00; //green
} else if (health >= REPAIRLEV_LOW) {
longPowerCol = 0x00ffff00; //yellow
} else {
longPowerCol = 0x00ff0000; //red
}
mulH = MAKEFRACT(health)/100;
mulH*=MAKEFRACT(width);
health = MAKEINT(mulH);
// health = (((width*10000)/100)*health)/10000;
if(health>width) health = width;
health*=2;
pie_BoxFill(scrX-scrR - 1, scrY - 1, scrX + scrR + 1, scrY + 2, 0x00020202);
pie_BoxFill(scrX-scrR, scrY, scrX - scrR + health, scrY + 1, longPowerCol);
drawWeaponReloadBar((BASE_OBJECT *)psStruct, psStruct->asWeaps, 0);
}
else
{
if(psStruct->status == SS_BEING_BUILT && psStruct->sDisplay.frameNumber == currentGameFrame)
{
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = width;
// health = PERCENT(psStruct->body, psStruct->baseBodyPoints);
health = PERCENT(psStruct->currentBuildPts ,
psStruct->pStructureType->buildPoints);
if(health>=100) health = 100; // belt and braces
powerCol = COL_YELLOW;
mulH = MAKEFRACT(health)/100;
mulH*=MAKEFRACT(width);
health = MAKEINT(mulH);
// health = (((width*10000)/100)*health)/10000;
if(health>width) health = width;
health*=2;
// pie_BoxFillIndex(scrX - scrR-1,scrY + scrR+2,scrX + scrR+1,scrY+scrR+6,1);
// pie_BoxFillIndex(scrX - scrR,scrY + scrR+3,scrX - scrR+health,scrY+scrR+5,powerCol);
pie_BoxFillIndex(scrX - scrR-1,scrY-1,scrX + scrR+1,scrY+2,1);
pie_BoxFillIndex(scrX - scrR,scrY ,scrX - scrR+health,scrY+1,powerCol);
}
}
//----
}
}
for(i=0; i<MAX_PLAYERS; i++)
{
/* Go thru' all the buildings */
for(psStruct = apsStructLists[i]; psStruct; psStruct = psStruct->psNext)
{
if(i!=selectedPlayer) // only see enemy buildings being targetted, not yours!
{
if(clipXY(psStruct->x,psStruct->y))
{
/* If it's targetted and on-screen */
if(psStruct->targetted)
{
if(psStruct->sDisplay.frameNumber == currentGameFrame)
{
//health = PERCENT(psStruct->body, psStruct->baseBodyPoints);
// health = PERCENT(psStruct->body, structureBody(psStruct));
psStruct->targetted = 0;
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY - (psStruct->sDisplay.imd->ymax/4);
iV_DrawImage(IntImages,getTargettingGfx(),scrX,scrY);
/*
scrR = (gameTime%1000)/50;
if(health>REPAIRLEV_HIGH) powerCol = COL_GREEN;
else if(health>REPAIRLEV_LOW) powerCol = COL_YELLOW;
else powerCol = COL_RED;
iV_Line(scrX-scrR,scrY,scrX+scrR,scrY,255);//powerCol);
iV_Line(scrX,scrY-scrR,scrX,scrY+scrR,255);//powerCol);
*/
}
}
}
}
}
}
if(bMouseOverStructure && !bMouseOverOwnStructure)
{
if(mouseDown(MOUSE_RMB))
{
psStruct = (STRUCTURE*)psClickedOn;
if(psStruct->status==SS_BUILT)
{
//----
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = width;
//health = PERCENT(psStruct->body, psStruct->baseBodyPoints);
if (ctrlShiftDown())
{
//show resistance values if CTRL/SHIFT depressed
UDWORD resistance = structureResistance(
psStruct->pStructureType, psStruct->player);
if (resistance)
{
health = PERCENT(psStruct->resistance, resistance);
}
else
{
health = 100;
}
}
else
{
//show body points
health = PERCENT(psStruct->body, structureBody(psStruct));
}
if (health > REPAIRLEV_HIGH) longPowerCol = 0x0000ff00; //green
else if (health > REPAIRLEV_LOW) longPowerCol = 0x00ffff00; //yellow
else longPowerCol = 0x00ff0000; //red
health = (((width*10000)/100)*health)/10000;
health*=2;
pie_BoxFill(scrX-scrR-1, scrY-1, scrX+scrR+1, scrY+2, 0x00020202);
pie_BoxFill(scrX-scrR, scrY, scrX-scrR+health, scrY+1, longPowerCol);
}
else if(psStruct->status == SS_BEING_BUILT)
{
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = width;
// health = PERCENT(psStruct->body, psStruct->baseBodyPoints);
health = PERCENT(psStruct->currentBuildPts , psStruct->pStructureType->buildPoints);
powerCol = COL_GREEN;
health = (((width*10000)/100)*health)/10000;
health*=2;
// pie_BoxFillIndex(scrX - scrR-1,scrY + scrR+2,scrX + scrR+1,scrY+scrR+6,1);
// pie_BoxFillIndex(scrX - scrR,scrY + scrR+3,scrX - scrR+health,scrY+scrR+5,powerCol);
pie_BoxFillIndex(scrX - scrR-1,scrY-1,scrX + scrR+1,scrY+2,1);
pie_BoxFillIndex(scrX - scrR-1,scrY,scrX - scrR+health,scrY+1,powerCol);
}
//----
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
static UDWORD getTargettingGfx( void )
{
UDWORD index;
index = getTimeValueRange(1000,10);
switch(index)
{
case 0:
case 1:
case 2:
return(IMAGE_TARGET1+index);
break;
default:
if(index & 0x01)
{
return(IMAGE_TARGET4);
}
else
{
return(IMAGE_TARGET5);
}
break;
}
}
BOOL eitherSelected(DROID *psDroid)
{
BOOL retVal;
BASE_OBJECT *psObj;
retVal = FALSE;
if(psDroid->selected)
{
retVal = TRUE;
}
if(psDroid->psGroup)
{
if(psDroid->psGroup->psCommander)
{
if(psDroid->psGroup->psCommander->selected)
{
retVal = TRUE;
}
}
}
if (orderStateObj(psDroid, DORDER_FIRESUPPORT, &psObj))
{
if (psObj != NULL && psObj->selected)
{
retVal = TRUE;
}
}
return(retVal);
}
static void drawDeliveryPointSelection(void)
{
FLAG_POSITION *psDelivPoint;
UDWORD scrX,scrY,scrR;
//draw the selected Delivery Point if any
for(psDelivPoint = apsFlagPosLists[selectedPlayer]; psDelivPoint; psDelivPoint =
psDelivPoint->psNext)
{
if(psDelivPoint->selected && psDelivPoint->frameNumber == currentGameFrame)
{
scrX = psDelivPoint->screenX;
scrY = psDelivPoint->screenY;
scrR = psDelivPoint->screenR;
/* Three DFX clips properly right now - not sure if software does */
if ((scrX + scrR) > 0 && (scrY + scrR) > 0 && (scrX - scrR) < pie_GetVideoBufferWidth() && (scrY - scrR) < pie_GetVideoBufferHeight())
{
iV_Box(scrX - scrR, scrY - scrR, scrX + scrR, scrY + scrR, 110);
}
}
}
}
static void drawDroidSelections( void )
{
UDWORD scrX,scrY,scrR;
DROID *psDroid;
UDWORD damage;
UDWORD longPowerCol = 0;
UBYTE boxCol;
UDWORD longBoxCol;
BASE_OBJECT *psClickedOn;
BOOL bMouseOverDroid = FALSE;
BOOL bMouseOverOwnDroid = FALSE;
BOOL bBeingTracked;
UDWORD i,index;
FEATURE *psFeature;
float mulH;
psClickedOn = mouseTarget();
if(psClickedOn!=NULL && psClickedOn->type == OBJ_DROID)
{
bMouseOverDroid = TRUE;
if(psClickedOn->player == selectedPlayer && !psClickedOn->selected)
{
bMouseOverOwnDroid = TRUE;
}
}
switch(barMode)
{
case BAR_FULL:
bEnergyBars = TRUE;
bTinyBars = FALSE;
break;
case BAR_BASIC:
bEnergyBars = FALSE;
bTinyBars = FALSE;
break;
case BAR_DOT:
bEnergyBars = FALSE;
bTinyBars = TRUE;
break;
case BAR_NONE:
return;
default:
ASSERT(!"invalid energy bar display value", "Invalid energy bar display value");
break;
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
bBeingTracked = FALSE;
/* If it's selected and on screen or it's the one the mouse is over ||*/
// ABSOLUTELY MAD LOGICAL EXPRESSION!!! :-)
if( ( eitherSelected(psDroid) && psDroid->sDisplay.frameNumber == currentGameFrame) ||
( bMouseOverOwnDroid && (psDroid == (DROID*)psClickedOn)) ||
( droidUnderRepair(psDroid) && psDroid->sDisplay.frameNumber == currentGameFrame) )
{
//show resistance values if CTRL/SHIFT depressed (now done in reload bar)
// if (ctrlShiftDown())
// {
// if (psDroid->resistance)
// {
// damage = PERCENT(psDroid->resistance, droidResistance(psDroid));
// }
// else
// {
// damage = 100;
// }
// }
// else
// {
damage = PERCENT(psDroid->body,psDroid->originalBody);
// }
if (damage > REPAIRLEV_HIGH) longPowerCol = 0x0000ff00; //green
else if (damage > REPAIRLEV_LOW) longPowerCol = 0x00ffff00; //yellow
else longPowerCol = 0x00ff0000; //red
//show resistance values if CTRL/SHIFT depressed(now done in reload bar)
// if (ctrlShiftDown())
// {
// if (psDroid->resistance)
// {
// mulH = MAKEFRACT(psDroid->resistance) / MAKEFRACT(droidResistance(psDroid));
// }
// else
// {
// mulH = 100;
// }
// }
// else
// {
mulH = MAKEFRACT(psDroid->body) / MAKEFRACT(psDroid->originalBody);
// }
damage = MAKEINT(mulH*MAKEFRACT(psDroid->sDisplay.screenR));// (((psDroid->sDisplay.screenR*10000)/100)*damage)/10000;
if(damage>psDroid->sDisplay.screenR) damage = psDroid->sDisplay.screenR;
damage *=2;
scrX = psDroid->sDisplay.screenX;
scrY = psDroid->sDisplay.screenY;
scrR = psDroid->sDisplay.screenR;
/* Yeah, yeah yeah - hardcoded palette entries - need to change to #defined colour names */
/* Three DFX clips properly right now - not sure if software does */
// if((scrX+scrR)>0 && (scrY+scrR)>0 && (scrX-scrR)<DISP_WIDTH
// && (scrY-scrR)<DISP_HEIGHT)
{
if(!driveModeActive() || driveIsDriven(psDroid)) {
boxCol = defaultColours.white;
longBoxCol = 0x00ffffff;
} else {
boxCol = defaultColours.green;
longBoxCol = 0x0000ff00;
}
if(psDroid->selected)
{
/* Selection Lines */
{
if(bEnergyBars)
{
pie_BoxFill(scrX-scrR, scrY+scrR-7, scrX-scrR+1, scrY+scrR, longBoxCol);
pie_BoxFill(scrX-scrR, scrY+scrR, scrX-scrR+7, scrY+scrR+1,longBoxCol);
pie_BoxFill(scrX+scrR-7, scrY+scrR, scrX+scrR, scrY+scrR+1,longBoxCol);
pie_BoxFill(scrX+scrR, scrY+scrR-7, scrX+scrR+1, scrY+scrR+1,longBoxCol);
}
else
{
if(bTinyBars)
{
pie_BoxFill(scrX-scrR-3, scrY-3, scrX-scrR+3, scrY+3, 0x00010101);
pie_BoxFill(scrX-scrR-2, scrY-2, scrX-scrR+2, scrY+2, longPowerCol);
}
else
{
pie_BoxFill(scrX-scrR, scrY+scrR-7, scrX-scrR+1, scrY+scrR, longPowerCol);
pie_BoxFill(scrX-scrR, scrY+scrR, scrX-scrR+7, scrY+scrR+1,longPowerCol);
pie_BoxFill(scrX+scrR-7, scrY+scrR, scrX+scrR, scrY+scrR+1,longPowerCol);
pie_BoxFill(scrX+scrR, scrY+scrR-7, scrX+scrR+1, scrY+scrR+1,longPowerCol);
}
}
}
}
if(bEnergyBars)
{
/* Power bars */
pie_BoxFill(scrX - scrR - 1, scrY + scrR+2, scrX + scrR + 1, scrY + scrR + 5, 0x00020202);
pie_BoxFill(scrX - scrR, scrY + scrR+3, scrX - scrR + damage, scrY + scrR + 4, longPowerCol);
}
/* Write the droid rank out */
if((scrX+scrR)>0 && (scrY+scrR)>0 && (scrX-scrR) < pie_GetVideoBufferWidth() && (scrY-scrR) < pie_GetVideoBufferHeight())
{
drawDroidRank(psDroid);
drawDroidSensorLock(psDroid);
if ((psDroid->droidType == DROID_COMMAND) ||
(psDroid->psGroup != NULL && psDroid->psGroup->type == GT_COMMAND))
{
drawDroidCmndNo(psDroid);
}
else if(psDroid->group!=UBYTE_MAX)
{
drawDroidGroupNumber(psDroid);
}
}
}
if (bReloadBars)
{
//Watermelon:1 reloadbar for each weapon
for(i = 0;i < psDroid->numWeaps;i++)
{
drawWeaponReloadBar((BASE_OBJECT *)psDroid, &psDroid->asWeaps[i], i);
}
}
}
}
/* Are we over an enemy droid */
if(bMouseOverDroid && !bMouseOverOwnDroid)
{
if(mouseDown(MOUSE_RMB))
{
if(psClickedOn->player!=selectedPlayer && psClickedOn->sDisplay.frameNumber == currentGameFrame)
{
psDroid = (DROID*)psClickedOn;
//show resistance values if CTRL/SHIFT depressed
if (ctrlShiftDown())
{
if (psDroid->resistance)
{
damage = PERCENT(psDroid->resistance, droidResistance(psDroid));
}
else
{
damage = 100;
}
}
else
{
damage = PERCENT(psDroid->body,psDroid->originalBody);
}
if (damage > REPAIRLEV_HIGH) longPowerCol = 0x0000ff00; //green
else if(damage > REPAIRLEV_LOW) longPowerCol = 0x00ffff00; //yellow
else longPowerCol = 0x00ff0000; //red
//show resistance values if CTRL/SHIFT depressed
if (ctrlShiftDown())
{
if (psDroid->resistance)
{
mulH = MAKEFRACT(psDroid->resistance) / MAKEFRACT(droidResistance(psDroid));
}
else
{
mulH = 100;
}
}
else
{
mulH = MAKEFRACT(psDroid->body) / MAKEFRACT(psDroid->originalBody);
}
damage = MAKEINT(mulH*MAKEFRACT(psDroid->sDisplay.screenR));// (((psDroid->sDisplay.screenR*10000)/100)*damage)/10000;
// damage = MAKEINT(MAKEFRACT(psDroid->body) / MAKEFRACT(psDroid->originalBody));// (((psDroid->sDisplay.screenR*10000)/100)*damage)/10000;
// damage = (((psDroid->sDisplay.screenR*10000)/100)*damage)/10000;
if(damage>psDroid->sDisplay.screenR) damage = psDroid->sDisplay.screenR;
damage *=2;
scrX = psDroid->sDisplay.screenX;
scrY = psDroid->sDisplay.screenY;
scrR = psDroid->sDisplay.screenR;
/* Yeah, yeah yeah - hardcoded palette entries - need to change to #defined colour names */
/* Three DFX clips properly right now - not sure if software does */
if((scrX+scrR)>0 && (scrY+scrR)>0 && (scrX-scrR) < pie_GetVideoBufferWidth() && (scrY-scrR) < pie_GetVideoBufferHeight())
{
if(!driveModeActive() || driveIsDriven(psDroid)) {
boxCol = defaultColours.white;
longBoxCol = 0x00ffffff;
} else {
boxCol = defaultColours.green;
longBoxCol = 0x0000ff00;
}
//we always want to show the enemy health/resistance as energyBar - AB 18/06/99
//if(bEnergyBars)
{
/* Power bars */
pie_BoxFill(scrX - scrR - 1, scrY + scrR + 2, scrX + scrR + 1, scrY + scrR + 5, 0x00020202);
pie_BoxFill(scrX - scrR, scrY + scrR+3, scrX - scrR + damage, scrY + scrR + 4, longPowerCol);
}
}
}
}
}
for(i=0; i<MAX_PLAYERS; i++)
{
/* Go thru' all the droidss */
for(psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext)
{
if(i!=selectedPlayer && !psDroid->died && psDroid->sDisplay.frameNumber == currentGameFrame)
{
/* If it's selected */
if(psDroid->bTargetted && (psDroid->visible[selectedPlayer] == UBYTE_MAX))
{
psDroid->bTargetted = FALSE;
scrX = psDroid->sDisplay.screenX;
scrY = psDroid->sDisplay.screenY - 8;
index = IMAGE_BLUE1+getTimeValueRange(1020,5);
iV_DrawImage(IntImages,index,scrX,scrY);
}
}
}
}
for(psFeature = apsFeatureLists[0]; psFeature; psFeature = psFeature->psNext)
{
if(!psFeature->died && psFeature->sDisplay.frameNumber == currentGameFrame)
{
if(psFeature->bTargetted)
{
psFeature->bTargetted = FALSE;
scrX = psFeature->sDisplay.screenX;
scrY = psFeature->sDisplay.screenY - (psFeature->sDisplay.imd->ymax/4);
iV_DrawImage(IntImages,getTargettingGfx(),scrX,scrY);
}
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
/* ---------------------------------------------------------------------------- */
static void drawBuildingLines( void )
{
Vector3i first, second;
if(buildState == BUILD3D_VALID || buildState == BUILD3D_POS)
{
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
first.x = 1000;//buildSite.xTL * 128;
first.y = 116;
first.z = 1000;//buildSite.yTL * 128;
second.x = 3000;//mouseTileX<<TILE_SHIFT;//buildSite.xBR * 128;
second.y = 116;
second.z = 3000;//mouseTileY<<TILE_SHIFT;//buildSite.yBR * 128;
draw3dLine(&first,&second,rand()%255);
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
}
/* ---------------------------------------------------------------------------- */
#define GN_X_OFFSET (28)
#define GN_Y_OFFSET (17)
static void drawDroidGroupNumber(DROID *psDroid)
{
UWORD id;
UDWORD id2;
BOOL bDraw;
SDWORD xShift,yShift;
bDraw = TRUE;
id = id2 = UDWORD_MAX;
/* Is the unit in a group? */
if(psDroid->psGroup && psDroid->psGroup->type == GT_COMMAND)
{
id2 = IMAGE_GN_STAR;
}
//else
{
switch(psDroid->group)
{
case 0:
id = IMAGE_GN_0;
break;
case 1:
id = IMAGE_GN_1;
break;
case 2:
id = IMAGE_GN_2;
break;
case 3:
id = IMAGE_GN_3;
break;
case 4:
id = IMAGE_GN_4;
break;
case 5:
id = IMAGE_GN_5;
break;
case 6:
id = IMAGE_GN_6;
break;
case 7:
id = IMAGE_GN_7;
break;
case 8:
id = IMAGE_GN_8;
break;
case 9:
id = IMAGE_GN_9;
break;
default:
bDraw = FALSE;
break;
}
}
if(bDraw)
{
xShift = GN_X_OFFSET; // yeah yeah, I know
yShift = GN_Y_OFFSET;
xShift = ((xShift*pie_GetResScalingFactor())/100);
yShift = ((yShift*pie_GetResScalingFactor())/100);
iV_DrawImage(IntImages,id,psDroid->sDisplay.screenX-xShift,psDroid->sDisplay.screenY+yShift);
if(id2!=UDWORD_MAX)
{
iV_DrawImage(IntImages,id2,psDroid->sDisplay.screenX-xShift,psDroid->sDisplay.screenY+yShift-8);
}
}
}
/* ---------------------------------------------------------------------------- */
static void drawDroidCmndNo(DROID *psDroid)
{
UWORD id;
UDWORD id2;
BOOL bDraw;
SDWORD xShift,yShift, index;
bDraw = TRUE;
id = id2 = UDWORD_MAX;
id2 = IMAGE_GN_STAR;
index = SDWORD_MAX;
if (psDroid->droidType == DROID_COMMAND)
{
index = cmdDroidGetIndex(psDroid);
}
else if (psDroid->psGroup && psDroid->psGroup->type == GT_COMMAND)
{
index = cmdDroidGetIndex(psDroid->psGroup->psCommander);
}
switch(index)
{
case 1:
id = IMAGE_GN_1;
break;
case 2:
id = IMAGE_GN_2;
break;
case 3:
id = IMAGE_GN_3;
break;
case 4:
id = IMAGE_GN_4;
break;
case 5:
id = IMAGE_GN_5;
break;
case 6:
id = IMAGE_GN_6;
break;
case 7:
id = IMAGE_GN_7;
break;
case 8:
id = IMAGE_GN_8;
break;
case 9:
id = IMAGE_GN_9;
break;
default:
bDraw = FALSE;
break;
}
if(bDraw)
{
xShift = GN_X_OFFSET; // yeah yeah, I know
yShift = GN_Y_OFFSET;
xShift = ((xShift*pie_GetResScalingFactor())/100);
yShift = ((yShift*pie_GetResScalingFactor())/100);
iV_DrawImage(IntImages,id2,psDroid->sDisplay.screenX-xShift-6,psDroid->sDisplay.screenY+yShift);
iV_DrawImage(IntImages,id,psDroid->sDisplay.screenX-xShift,psDroid->sDisplay.screenY+yShift);
}
}
/* ---------------------------------------------------------------------------- */
/* ---------------------------------------------------------------------------- */
void draw3dLine(Vector3i *src, Vector3i *dest, UBYTE col)
{
Vector3i zero = {0, 0, 0}, vec;
Vector2i srcS, destS;
vec.x = (src->x - player.p.x) - terrainMidX*TILE_UNITS;
vec.z = terrainMidY*TILE_UNITS - (src->z - player.p.z);
vec.y = src->y;
pie_MatBegin();
/* Translate */
pie_TRANSLATE(vec.x,vec.y,vec.z);
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
pie_TRANSLATE(rx,0,-rz);
/* Project - no rotation being done */
pie_RotateProject(&zero, &srcS);
pie_MatEnd();
vec.x = (dest->x - player.p.x) - terrainMidX*TILE_UNITS;
vec.z = terrainMidY*TILE_UNITS - (dest->z - player.p.z);
vec.y = dest->y;
iV_MatrixBegin();
/* Translate */
pie_TRANSLATE(vec.x, vec.y, vec.z);
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
/* Translate */
pie_TRANSLATE(rx, 0, -rz);
/* Project - no rotation being done */
pie_RotateProject(&zero, &destS);
pie_MatEnd();
iV_Line(srcS.x,srcS.y,destS.x,destS.y,col);
}
/* Get the onscreen corrdinates of a droid - so we can draw a bounding box - this need to be severely
speeded up and the accuracy increased to allow variable size bouding boxes */
void calcScreenCoords(DROID *psDroid)
{
/* Get it's absolute dimensions */
const Vector3i zero = {0, 0, 0};
Vector2i center = {0, 0};
SDWORD cZ;
UDWORD radius;
/* How big a box do we want - will ultimately be calculated using xmax, ymax, zmax etc */
if(psDroid->droidType == DROID_TRANSPORTER)
{
radius = 45;
}
else
{
radius = 22;
}
/* Pop matrices and get the screen corrdinates */
cZ = pie_RotateProject( &zero, &center );
//Watermelon:added a crash protection hack...
if (cZ != 0)
{
radius = (radius * pie_GetResScalingFactor()) * 80 / cZ;
}
/* Deselect all the droids if we've released the drag box */
if(dragBox3D.status == DRAG_RELEASED)
{
if(inQuad(&center, &dragQuad) && psDroid->player == selectedPlayer)
{
//don't allow Transporter Droids to be selected here
//unless we're in multiPlayer mode!!!!
if (psDroid->droidType != DROID_TRANSPORTER || bMultiPlayer)
{
dealWithDroidSelect(psDroid, TRUE);
}
}
}
center.y -= 4;
/* Store away the screen coordinates so we can select the droids without doing a trasform */
psDroid->sDisplay.screenX = center.x;
psDroid->sDisplay.screenY = center.y;
psDroid->sDisplay.screenR = radius;
}
static void preprocessTiles(void)
{
UDWORD i, j;
UDWORD left,right,up,down, size;
DROID *psDroid;
SDWORD order;
/* Set up the highlights if we're putting down a wall */
if (wallDrag.status == DRAG_PLACING || wallDrag.status == DRAG_DRAGGING)
{
/* Ensure the start point is always shown */
SET_TILE_HIGHLIGHT(mapTile(wallDrag.x1, wallDrag.y1));
if( wallDrag.x1 == wallDrag.x2 || wallDrag.y1 == wallDrag.y2 )
{
/* First process the ones inside the wall dragging area */
left = MIN(wallDrag.x1, wallDrag.x2);
right = MAX(wallDrag.x1, wallDrag.x2) + 1;
up = MIN(wallDrag.y1, wallDrag.y2);
down = MAX(wallDrag.y1, wallDrag.y2) + 1;
for(i = left; i < right; i++)
{
for(j = up; j < down; j++)
{
SET_TILE_HIGHLIGHT(mapTile(i,j));
}
}
}
}
/* Only bother if we're placing a building */
else if (buildState == BUILD3D_VALID || buildState == BUILD3D_POS)
{
/* Now do the ones inside the building highlight */
left = buildSite.xTL;
right = buildSite.xBR + 1;
up = buildSite.yTL;
down = buildSite.yBR + 1;
for(i = left; i < right; i++)
{
for(j = up; j < down; j++)
{
SET_TILE_HIGHLIGHT(mapTile(i,j));
}
}
}
// HACK don't display until we're releasing this feature in an update!
#ifndef DISABLE_BUILD_QUEUE
if (intBuildSelectMode())
{
//and there may be multiple building sites that need highlighting - AB 26/04/99
if (ctrlShiftDown())
{
//this highlights ALL constructor units' build sites
for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
//psDroid = (DROID *)psObj;
if (psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT)
{
//draw the current build site if its a line of structures
if (psDroid->order == DORDER_LINEBUILD)
{
left = map_coord(psDroid->orderX);
right = map_coord(psDroid->orderX2) + 1;
if (left > right)
{
size = left;
left = right;
right = size;
}
up = map_coord(psDroid->orderY);
down = map_coord(psDroid->orderY2) + 1;
if (up > down)
{
size = up;
up = down;
down = size;
}
//hilight the tiles
for(i = left; i < right; i++)
{
for(j = up; j < down; j++)
{
SET_TILE_HIGHLIGHT(mapTile(i,j));
}
}
}
//now look thru' the list of orders to see if more building sites
for (order = 0; order < psDroid->listSize; order++)
{
if (psDroid->asOrderList[order].order == DORDER_BUILD)
{
//set up coords for tiles
size = ((STRUCTURE_STATS *)psDroid->asOrderList[order].
psOrderTarget)->baseWidth;
left = map_coord(psDroid->asOrderList[order].x) - size/2;
right = left + size;
size = ((STRUCTURE_STATS *)psDroid->asOrderList[order].
psOrderTarget)->baseBreadth;
up = map_coord(psDroid->asOrderList[order].y) - size/2;
down = up + size;
//hilight the tiles
for(i = left; i < right; i++)
{
for(j = up; j < down; j++)
{
SET_TILE_HIGHLIGHT(mapTile(i,j));
}
}
}
else if (psDroid->asOrderList[order].order == DORDER_LINEBUILD)
{
//need to highlight the length of the wall
left = map_coord(psDroid->asOrderList[order].x);
right = map_coord(psDroid->asOrderList[order].x2);
if (left > right)
{
size = left;
left = right;
right = size;
}
up = map_coord(psDroid->asOrderList[order].y);
down = map_coord(psDroid->asOrderList[order].y2);
if (up > down)
{
size = up;
up = down;
down = size;
}
//hilight the tiles
for(i = left; i <= right; i++)
{
for(j = up; j <= down; j++)
{
SET_TILE_HIGHLIGHT(mapTile(i, j));
}
}
}
}
}
}
}
}
#endif
}
/*!
* Find the tile the mouse is currently over
*/
/* TODO This is slow - speed it up */
static void locateMouse(void)
{
const Vector2i pt = {mouseXPos, mouseYPos};
unsigned int i;
int nearestZ = INT_MAX;
for(i = 0; i < visibleXTiles; ++i)
{
unsigned int j;
for(j = 0; j < visibleYTiles; ++j)
{
BOOL bWaterTile = tileScreenInfo[i][j].bWater;
int tileZ = (bWaterTile ? tileScreenInfo[i][j].water.z : tileScreenInfo[i][j].screen.z);
if(tileZ <= nearestZ)
{
QUAD quad;
quad.coords[0].x = (bWaterTile ? tileScreenInfo[i+0][j+0].water.x : tileScreenInfo[i+0][j+0].screen.x);
quad.coords[0].y = (bWaterTile ? tileScreenInfo[i+0][j+0].water.y : tileScreenInfo[i+0][j+0].screen.y);
quad.coords[1].x = (bWaterTile ? tileScreenInfo[i+0][j+1].water.x : tileScreenInfo[i+0][j+1].screen.x);
quad.coords[1].y = (bWaterTile ? tileScreenInfo[i+0][j+1].water.y : tileScreenInfo[i+0][j+1].screen.y);
quad.coords[2].x = (bWaterTile ? tileScreenInfo[i+1][j+1].water.x : tileScreenInfo[i+1][j+1].screen.x);
quad.coords[2].y = (bWaterTile ? tileScreenInfo[i+1][j+1].water.y : tileScreenInfo[i+1][j+1].screen.y);
quad.coords[3].x = (bWaterTile ? tileScreenInfo[i+1][j+0].water.x : tileScreenInfo[i+1][j+0].screen.x);
quad.coords[3].y = (bWaterTile ? tileScreenInfo[i+1][j+0].water.y : tileScreenInfo[i+1][j+0].screen.y);
/* We've got a match for our mouse coords */
if (inQuad(&pt, &quad))
{
mouseTileX = playerXTile + j;
mouseTileY = playerZTile + i;
if (mouseTileX < 0)
mouseTileX = 0;
else if (mouseTileX > mapWidth-1)
mouseTileX = mapWidth - 1;
if (mouseTileY < 0)
mouseTileY = 0;
else if (mouseTileY > mapHeight-1)
mouseTileY = mapHeight - 1;
/* Store away z value */
nearestZ = tileZ;
}
}
}
}
}
// Render the sky and surroundings
static void renderSurroundings(void)
{
static float wind = 0.0f;
const float skybox_scale = 10000.0f;
const float height = 10.0f * TILE_UNITS;
const float wider = 2.0f * (visibleXTiles * TILE_UNITS);
int left, right, front, back;
// set up matrices and textures
pie_PerspectiveBegin();
// Push identity matrix onto stack
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor());
// Set the camera position
pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
// Rotate for the player and for the wind
pie_MatRotZ(player.r.z);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
// Fogbox //
rx = (player.p.x) & (TILE_UNITS-1);
rz = (player.p.z) & (TILE_UNITS-1);
pie_TRANSLATE(-rx, -player.p.y, rz);
left = TILE_UNITS * MIN(visibleXTiles/2, playerXTile+visibleXTiles/2+1);
right = TILE_UNITS * MIN(visibleXTiles/2, mapWidth-playerXTile-visibleXTiles/2);
front = TILE_UNITS * MIN(visibleYTiles/2, playerZTile+visibleYTiles/2+1);
back = TILE_UNITS * MIN(visibleYTiles/2, mapHeight-playerZTile-visibleYTiles/2);
pie_DrawFogBox(left, right, front, back, height, wider);
// undo the translation
pie_TRANSLATE(rx,player.p.y,-rz);
// Skybox //
// rotate it
pie_MatRotY(DEG(1) * wind);
// move it somewhat below ground level for the blending effect
pie_TRANSLATE(0, -skybox_scale/8, 0);
// Set the texture page
pie_SetTexturePage( iV_GetTexture(SKY_TEXPAGE) );
if(!gamePaused())
{
wind += 0.5f * frameTime2/GAME_TICKS_PER_SEC;
if(wind >= 360.0f)
{
wind = 0.0f;
}
}
pie_DrawSkybox(skybox_scale, 0, 128, 256, 128);
// Load Saved State
pie_MatEnd();
pie_PerspectiveEnd();
}
/* Flattens an imd to the landscape and handles 4 different rotations */
static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction)
{
UDWORD i, centreHeight;
ASSERT( imd->npoints < iV_IMD_MAX_POINTS, "flattenImd: too many points in the PIE to flatten it" );
/* Get a copy of the points */
memcpy(alteredPoints, imd->points, imd->npoints * sizeof(Vector3f));
/* Get the height of the centre point for reference */
centreHeight = map_Height(structX,structY);
/* Now we go through the shape looking for vertices on the edge */
/* Flip reference coords if we're on a vertical wall */
/* Little hack below 'cos sometimes they're not exactly 90 degree alligned. */
direction /= 90;
direction *= 90;
switch(direction)
{
case 0:
for(i = 0; i < (UDWORD)imd->npoints; i++)
{
if (abs(alteredPoints[i].x) >= 63 || abs(alteredPoints[i].z) >= 63)
{
UDWORD tempX = MIN(structX + alteredPoints[i].x, world_coord(mapWidth - 1));
UDWORD tempY = MAX(structY - alteredPoints[i].z, 0);
SDWORD shift = centreHeight - map_Height(tempX, tempY);
alteredPoints[i].y -= (shift - 4);
}
}
break;
case 90:
for(i=0; i<(UDWORD)imd->npoints; i++)
{
if (abs(alteredPoints[i].x) >= 63 || abs(alteredPoints[i].z) >= 63)
{
UDWORD tempX = MAX(structX - alteredPoints[i].z, 0);
UDWORD tempY = MAX(structY - alteredPoints[i].x, 0);
SDWORD shift = centreHeight - map_Height(tempX, tempY);
alteredPoints[i].y -= (shift - 4);
}
}
break;
case 180:
for(i=0; i<(UDWORD)imd->npoints; i++)
{
if (abs(alteredPoints[i].x) >= 63 || abs(alteredPoints[i].z) >= 63)
{
UDWORD tempX = MAX(structX - alteredPoints[i].x, 0);
UDWORD tempY = MIN(structY + alteredPoints[i].z, world_coord(mapHeight - 1));
SDWORD shift = centreHeight - map_Height(tempX, tempY);
alteredPoints[i].y -= (shift - 4);
}
}
break;
case 270:
for(i=0; i<(UDWORD)imd->npoints; i++)
{
if(abs(alteredPoints[i].x) >= 63 || abs(alteredPoints[i].z)>=63)
{
UDWORD tempX = MIN(structX + alteredPoints[i].z, world_coord(mapWidth - 1));
UDWORD tempY = MIN(structY + alteredPoints[i].x, world_coord(mapHeight - 1));
SDWORD shift = centreHeight - map_Height(tempX, tempY);
alteredPoints[i].y -= (shift - 4);
}
}
break;
default:
debug(LOG_ERROR, "Weird direction (%u) for a structure in flattenImd", direction);
abort();
break;
}
imd->points = alteredPoints;
return imd;
}
static void getDefaultColours( void )
{
defaultColours.red = iV_PaletteNearestColour(255, 0, 0);
defaultColours.green = iV_PaletteNearestColour(0, 255, 0);
defaultColours.blue = iV_PaletteNearestColour(0, 0, 255);
defaultColours.yellow = iV_PaletteNearestColour(255, 255, 0);
defaultColours.purple = iV_PaletteNearestColour(255, 0, 255);
defaultColours.cyan = iV_PaletteNearestColour(0, 255, 255);
defaultColours.black = iV_PaletteNearestColour(0, 0, 0);
defaultColours.white = iV_PaletteNearestColour(255, 255, 255);
}
//#define SHOW_ZONES
//#define SHOW_GATEWAYS
// -------------------------------------------------------------------------------------
/* New improved (and much faster) tile drawer */
// -------------------------------------------------------------------------------------
void drawTerrainTile(UDWORD i, UDWORD j, BOOL onWaterEdge)
{
/* Get the correct tile index for the x/y coordinates */
SDWORD actualX = playerXTile + j, actualY = playerZTile + i;
MAPTILE *psTile = NULL;
BOOL bOutlined = FALSE;
UDWORD tileNumber = 0;
PIEVERTEX vertices[3];
UBYTE oldColours[4] = { 0, 0, 0, 0 };
UDWORD oldColoursWord[4] = { 0, 0, 0, 0 };
#if defined(SHOW_ZONES) || defined(SHOW_GATEWAYS)
SDWORD zone = 0;
#endif
/* Let's just get out now if we're not supposed to draw it */
if( (actualX < 0) ||
(actualY < 0) ||
(actualX > mapWidth-1) ||
(actualY > mapHeight-1) )
{
psTile = &edgeTile;
CLEAR_TILE_HIGHLIGHT(psTile);
}
else
{
psTile = mapTile(actualX, actualY);
#if defined(SHOW_ZONES)
if (!fpathBlockingTile(actualX, actualY) ||
TERRAIN_TYPE(psTile) == TER_WATER)
{
zone = gwGetZone(actualX, actualY);
}
#elif defined(SHOW_GATEWAYS)
if (psTile->tileInfoBits & BITS_GATEWAY)
{
zone = gwGetZone(actualX, actualY);
}
#endif
}
if (!TILE_DRAW(psTile))
{
/* This tile isn't being drawn */
return;
}
if ( TERRAIN_TYPE(psTile) != TER_WATER || onWaterEdge )
{
// what tile texture number is it?
tileNumber = psTile->texture;
}
else
{
// If it's a water tile then force it to be the river bed texture.
tileNumber = RiverBedTileID;
}
#if defined(SHOW_ZONES)
if (zone != 0)
{
tileNumber = zone;
}
#elif defined(SHOW_GATEWAYS)
if (psTile->tileInfoBits & BITS_GATEWAY)
{
tileNumber = 55;//zone;
}
#endif
/* Is the tile highlighted? Perhaps because there's a building foundation on it */
if(!onWaterEdge && TILE_HIGHLIGHT(psTile))
{
/* Clear it for next time round */
CLEAR_TILE_HIGHLIGHT(psTile);
bOutlined = TRUE;
//set tilenumber
if ( i < (LAND_XGRD-1) && j < (LAND_YGRD-1) ) // FIXME
{
if (outlineColour3D == outlineOK3D)
{
oldColoursWord[0] = tileScreenInfo[i+0][j+0].light.argb;
oldColoursWord[1] = tileScreenInfo[i+0][j+1].light.argb;
oldColoursWord[2] = tileScreenInfo[i+1][j+1].light.argb;
oldColoursWord[3] = tileScreenInfo[i+1][j+0].light.argb;
tileScreenInfo[i+0][j+0].light.byte.b = 255;
tileScreenInfo[i+0][j+1].light.byte.b = 255;
tileScreenInfo[i+1][j+1].light.byte.b = 255;
tileScreenInfo[i+1][j+0].light.byte.b = 255;
tileScreenInfo[i+0][j+0].light.byte.g = 255;
tileScreenInfo[i+0][j+1].light.byte.g = 255;
tileScreenInfo[i+1][j+1].light.byte.g = 255;
tileScreenInfo[i+1][j+0].light.byte.g = 255;
tileScreenInfo[i+0][j+0].light.byte.r = 255;
tileScreenInfo[i+0][j+1].light.byte.r = 255;
tileScreenInfo[i+1][j+1].light.byte.r = 255;
tileScreenInfo[i+1][j+0].light.byte.r = 255;
}
else
{
oldColours[0] = tileScreenInfo[i+0][j+0].light.byte.r;
oldColours[1] = tileScreenInfo[i+0][j+1].light.byte.r;
oldColours[2] = tileScreenInfo[i+1][j+1].light.byte.r;
oldColours[3] = tileScreenInfo[i+1][j+0].light.byte.r;
tileScreenInfo[i+0][j+0].light.byte.r = 255;
tileScreenInfo[i+0][j+1].light.byte.r = 255;
tileScreenInfo[i+1][j+1].light.byte.r = 255;
tileScreenInfo[i+1][j+0].light.byte.r = 255;
}
}
}
/* Get the right texture page; it is pre stored and indexed on
* the graphics card */
pie_SetTexturePage(tileTexInfo[tileNumber & TILE_NUMMASK].texPage);
/* Check for rotations and flips - this sets up the coordinates for texturing */
flipsAndRots(tileNumber & ~TILE_NUMMASK);
tileScreenInfo[i+0][j+0].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + sP1.x;
tileScreenInfo[i+0][j+0].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + sP1.y;
tileScreenInfo[i+0][j+1].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + sP2.x;
tileScreenInfo[i+0][j+1].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + sP2.y;
tileScreenInfo[i+1][j+1].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + sP3.x;
tileScreenInfo[i+1][j+1].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + sP3.y;
tileScreenInfo[i+1][j+0].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + sP4.x;
tileScreenInfo[i+1][j+0].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + sP4.y;
/* The first triangle */
memcpy(&vertices[0], &tileScreenInfo[i+0][j+0], sizeof(PIEVERTEX));
memcpy(&vertices[1], &tileScreenInfo[i+0][j+1], sizeof(PIEVERTEX));
if (onWaterEdge)
{
vertices[0].sy = tileScreenInfo[i+0][j+0].water_height;
vertices[1].sy = tileScreenInfo[i+0][j+1].water_height;
}
if (TRI_FLIPPED(psTile))
{
memcpy(&vertices[2], &tileScreenInfo[i+1][j+0], sizeof(PIEVERTEX));
if (onWaterEdge)
{
vertices[2].sy = tileScreenInfo[i+1][j+0].water_height;
}
}
else
{
memcpy(&vertices[2], &tileScreenInfo[i+1][j+1], sizeof(PIEVERTEX));
if (onWaterEdge)
{
vertices[2].sy = tileScreenInfo[i+1][j+1].water_height;
}
}
pie_DrawTexTriangle(vertices, NULL);
/* The second triangle */
if (TRI_FLIPPED(psTile))
{
memcpy(&vertices[0], &tileScreenInfo[i+0][j+1], sizeof(PIEVERTEX));
if (onWaterEdge)
{
vertices[0].sy = tileScreenInfo[i+0][j+1].water_height;
}
}
else
{
memcpy(&vertices[0], &tileScreenInfo[i+0][j+0], sizeof(PIEVERTEX));
if (onWaterEdge)
{
vertices[0].sy = tileScreenInfo[i+0][j+0].water_height;
}
}
memcpy(&vertices[1], &tileScreenInfo[i+1][j+1], sizeof(PIEVERTEX));
memcpy(&vertices[2], &tileScreenInfo[i+1][j+0], sizeof(PIEVERTEX));
if ( onWaterEdge )
{
vertices[1].sy = tileScreenInfo[i+1][j+1].water_height;
vertices[2].sy = tileScreenInfo[i+1][j+0].water_height;
}
pie_DrawTexTriangle(vertices, NULL);
/* Outline the tile if necessary */
if(!onWaterEdge && terrainOutline)
{
iV_Line(tileScreenInfo[i+0][j+0].screen.x, tileScreenInfo[i+0][j+0].screen.y,
tileScreenInfo[i+0][j+1].screen.x, tileScreenInfo[i+0][j+1].screen.y, 255);
iV_Line(tileScreenInfo[i+0][j+1].screen.x, tileScreenInfo[i+0][j+1].screen.y,
tileScreenInfo[i+1][j+1].screen.x, tileScreenInfo[i+1][j+1].screen.y, 255);
iV_Line(tileScreenInfo[i+1][j+1].screen.x, tileScreenInfo[i+1][j+1].screen.y,
tileScreenInfo[i+1][j+0].screen.x, tileScreenInfo[i+1][j+0].screen.y, 255);
iV_Line(tileScreenInfo[i+1][j+0].screen.x, tileScreenInfo[i+1][j+0].screen.y,
tileScreenInfo[i+0][j+0].screen.x, tileScreenInfo[i+0][j+0].screen.y, 255);
}
if(!onWaterEdge && bOutlined)
{
if(outlineColour3D == outlineOK3D)
{
tileScreenInfo[i+0][j+0].light.argb = oldColoursWord[0];
tileScreenInfo[i+0][j+1].light.argb = oldColoursWord[1];
tileScreenInfo[i+1][j+1].light.argb = oldColoursWord[2];
tileScreenInfo[i+1][j+0].light.argb = oldColoursWord[3];
}
else
{
tileScreenInfo[i+0][j+0].light.byte.r = oldColours[0];
tileScreenInfo[i+0][j+1].light.byte.r = oldColours[1];
tileScreenInfo[i+1][j+1].light.byte.r = oldColours[2];
tileScreenInfo[i+1][j+0].light.byte.r = oldColours[3];
}
}
}
// Render a water tile.
//
void drawTerrainWaterTile(UDWORD i, UDWORD j)
{
/* Get the correct tile index for the x/y coordinates */
const unsigned int actualX = playerXTile + j, actualY = playerZTile + i;
/* Let's just get out now if we're not supposed to draw it */
if ( actualX > mapWidth - 1 || actualY > mapHeight - 1 )
{
return;
}
// If it's a water tile then draw the water
if (TERRAIN_TYPE( mapTile(actualX, actualY) ) == TER_WATER)
{
/* Used to calculate texture coordinates, which are 0-255 in value */
const unsigned int
xMult = 256 / TILES_IN_PAGE_COLUMN,
yMult = 256 / (2 * TILES_IN_PAGE_ROW);
const unsigned int tileNumber = getWaterTileNum();
PIEVERTEX vertices[3];
// Draw the main water tile.
pie_SetTexturePage(tileTexInfo[tileNumber & TILE_NUMMASK].texPage);
tileScreenInfo[i+0][j+0].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + 1;
tileScreenInfo[i+0][j+0].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset;
tileScreenInfo[i+0][j+1].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + (xMult - 1);
tileScreenInfo[i+0][j+1].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset;
tileScreenInfo[i+1][j+1].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + (xMult - 1);
tileScreenInfo[i+1][j+1].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + (yMult - 1);
tileScreenInfo[i+1][j+0].tu = tileTexInfo[tileNumber & TILE_NUMMASK].uOffset + 1;
tileScreenInfo[i+1][j+0].tv = tileTexInfo[tileNumber & TILE_NUMMASK].vOffset + (yMult - 1);
memcpy(&vertices[0], &tileScreenInfo[i+0][j+0], sizeof(PIEVERTEX));
vertices[0].sy = tileScreenInfo[i+0][j+0].water_height;
vertices[0].light = tileScreenInfo[i+0][j+0].wlight;
vertices[0].light.byte.a = WATER_ALPHA_LEVEL;
memcpy(&vertices[1], &tileScreenInfo[i+0][j+1], sizeof(PIEVERTEX));
vertices[1].sy = tileScreenInfo[i+0][j+1].water_height;
vertices[1].light = tileScreenInfo[i+0][j+1].wlight;
vertices[1].light.byte.a = WATER_ALPHA_LEVEL;
memcpy(&vertices[2], &tileScreenInfo[i+1][j+1], sizeof(PIEVERTEX));
vertices[2].sy = tileScreenInfo[i+1][j+1].water_height;
vertices[2].light = tileScreenInfo[i+1][j+1].wlight;
vertices[2].light.byte.a = WATER_ALPHA_LEVEL;
pie_SetDepthOffset(-1.0);
pie_DrawTexTriangle(vertices, &waterRealValue);
memcpy(&vertices[1], &vertices[2], sizeof(PIEVERTEX));
memcpy(&vertices[2], &tileScreenInfo[i+1][j+0], sizeof(PIEVERTEX));
vertices[2].sy = tileScreenInfo[i+1][j+0].water_height;
vertices[2].light = tileScreenInfo[i+1][j+0].wlight;
vertices[2].light.byte.a = WATER_ALPHA_LEVEL;
pie_DrawTexTriangle(vertices, &waterRealValue);
pie_SetDepthOffset(0.0);
}
}
UDWORD getSuggestedPitch( void )
{
UDWORD worldAngle;
UDWORD xPos,yPos;
SDWORD pitch;
worldAngle = (UDWORD) ((UDWORD)player.r.y/DEG_1)%360;
/* Now, we need to track angle too - to avoid near z clip! */
xPos = player.p.x + world_coord(visibleXTiles/2);
yPos = player.p.z + world_coord(visibleYTiles/2);
// getBestPitchToEdgeOfGrid(xPos,yPos,360-worldAngle,&pitch);
getPitchToHighestPoint(xPos, yPos, 360-worldAngle, 0, &pitch);
if (pitch < abs(MAX_PLAYER_X_ANGLE))
pitch = abs(MAX_PLAYER_X_ANGLE);
if (pitch > abs(MIN_PLAYER_X_ANGLE))
pitch = abs(MIN_PLAYER_X_ANGLE);
return(pitch);
}
// -------------------------------------------------------------------------------------
static void trackHeight( float desiredHeight )
{
static float heightSpeed = 0.0f;
/* What fraction of a second did last game loop take */
float fraction = frameTime2 / (float)GAME_TICKS_PER_SEC;
/* How far are we from desired hieght? */
float separation = desiredHeight - player.p.y;
/* Work out accelertion... */
float acceleration = ACCEL_CONSTANT * separation - VELOCITY_CONSTANT * heightSpeed;
/* ...and now speed */
heightSpeed += acceleration * fraction;
/* Adjust the height accordingly */
player.p.y += heightSpeed * fraction;
/* Now do auto pitch as well, but only if we're not using mouselook and not tracking */
if(!getWarCamStatus() && !getRotActive())
{
/* Get the suggested pitch */
UDWORD pitch = getSuggestedPitch();
/* What's the desired pitch from the player */
UDWORD desPitch = 360 - getDesiredPitch();
/* Make sure this isn't negative or too much */
player.r.x %= DEG(360);
/* Only do something if we're not within 2 degrees of optimum */
if ( abs(pitch - desPitch) > 2 )
{
static float aSpeed = 0.0f;
/* Force adjust if too low - stops near z clip */
/* Else, move towards player's last selected pitch */
const SDWORD aSep = DEG(360 - MAX(pitch, desPitch)) - player.r.x;
const float aAccel = ROT_ACCEL_CONSTANT * aSep - ROT_VELOCITY_CONSTANT * aSpeed;
aSpeed += aAccel * fraction;
player.r.x += aSpeed * fraction;
}
}
}
// -------------------------------------------------------------------------------------
void toggleEnergyBars( void )
{
if(++barMode>BAR_NONE)
{
barMode = BAR_FULL;
}
// bEnergyBars = !bEnergyBars;
}
// -------------------------------------------------------------------------------------
void toggleReloadBarDisplay( void )
{
bReloadBars = !bReloadBars;
}
// -------------------------------------------------------------------------------------
void assignSensorTarget( BASE_OBJECT *psObj )
{
bSensorTargetting = TRUE;
lastTargetAssignation = gameTime2;
psSensorObj = psObj;
}
// -------------------------------------------------------------------------------------
void assignDestTarget( void )
{
bDestTargetting = TRUE;
lastDestAssignation = gameTime2;
destTargetX = mouseX();
destTargetY = mouseY();
destTileX = mouseTileX;
destTileY = mouseTileY;
}
// -------------------------------------------------------------------------------------
static void processSensorTarget( void )
{
SWORD x,y;
SWORD offset;
SWORD x0,y0,x1,y1;
UDWORD index;
if(bSensorTargetting)
{
if( (gameTime2 - lastTargetAssignation) < TARGET_TO_SENSOR_TIME)
{
if(!psSensorObj->died && psSensorObj->sDisplay.frameNumber == currentGameFrame)
{
x = /*mouseX();*/(SWORD)psSensorObj->sDisplay.screenX;
y = (SWORD)psSensorObj->sDisplay.screenY;
if(!gamePaused())
{
index = IMAGE_BLUE1+getStaticTimeValueRange(1020,5);
}
else
{
index = IMAGE_BLUE1;
}
iV_DrawImage(IntImages,index,x,y);
offset = (SWORD)(12+ ((TARGET_TO_SENSOR_TIME)-(gameTime2-
lastTargetAssignation))/2);
x0 = (SWORD)(x-offset);
y0 = (SWORD)(y-offset);
x1 = (SWORD)(x+offset);
y1 = (SWORD)(y+offset);
iV_Line(x0,y0,x0+8,y0,COL_WHITE);
iV_Line(x0,y0,x0,y0+8,COL_WHITE);
iV_Line(x1,y0,x1-8,y0,COL_WHITE);
iV_Line(x1,y0,x1,y0+8,COL_WHITE);
iV_Line(x1,y1,x1-8,y1,COL_WHITE);
iV_Line(x1,y1,x1,y1-8,COL_WHITE);
iV_Line(x0,y1,x0+8,y1,COL_WHITE);
iV_Line(x0,y1,x0,y1-8,COL_WHITE);
}
else
{
bSensorTargetting = FALSE;
}
}
else
{
bSensorTargetting = FALSE;
}
}
}
// -------------------------------------------------------------------------------------
static void processDestinationTarget( void )
{
SWORD x,y;
SWORD offset;
SWORD x0,y0,x1,y1;
if(bDestTargetting)
{
if( (gameTime2 - lastDestAssignation) < DEST_TARGET_TIME)
{
x = (SWORD)destTargetX;
y = (SWORD)destTargetY;
offset = (SWORD)(((DEST_TARGET_TIME)-(gameTime2-lastDestAssignation))/2);
x0 = (SWORD)(x-offset);
y0 = (SWORD)(y-offset);
x1 = (SWORD)(x+offset);
y1 = (SWORD)(y+offset);
iV_BoxFill(x0,y0,x0+2,y0+2,COL_WHITE);
// iV_Line(x0,y0,x0,y0+2,COL_WHITE);
iV_BoxFill(x1-2,y0-2,x1,y0,COL_WHITE);
// iV_Line(x1,y0,x1,y0+2,COL_WHITE);
iV_BoxFill(x1-2,y1-2,x1,y1,COL_WHITE);
// iV_Line(x1,y1,x1,y1-2,COL_WHITE);
iV_BoxFill(x0,y1,x0+2,y1+2,COL_WHITE);
// iV_Line(x0,y1,x0,y1-2,COL_WHITE);
}
else
{
bDestTargetting = FALSE;
}
}
}
// -------------------------------------------------------------------------------------
void setEnergyBarDisplay( BOOL val)
{
bEnergyBars = val;
}
// -------------------------------------------------------------------------------------
void setUnderwaterTile(UDWORD num)
{
underwaterTile = num;
}
// -------------------------------------------------------------------------------------
void setRubbleTile(UDWORD num)
{
rubbleTile = num;
}
// -------------------------------------------------------------------------------------
UDWORD getWaterTileNum( void )
{
return(underwaterTile);
}
// -------------------------------------------------------------------------------------
UDWORD getRubbleTileNum( void )
{
return(rubbleTile);
}
// -------------------------------------------------------------------------------------
static UDWORD lastSpinVal;
static void testEffect2( UDWORD player )
{
SDWORD val;
SDWORD radius;
UDWORD angle;
STRUCTURE *psStructure;
SDWORD xDif,yDif;
Vector3i pos;
UDWORD numConnected;
DROID *psDroid;
UDWORD gameDiv;
UDWORD i;
BASE_OBJECT *psChosenObj = NULL;
UWORD bFXSize;
for(psStructure = apsStructLists[player]; psStructure; psStructure = psStructure->psNext)
{
if(psStructure->status == SS_BUILT)
{
if(psStructure->pStructureType->type == REF_POWER_GEN && psStructure->visible[selectedPlayer])
{
POWER_GEN* psPowerGen = &psStructure->pFunctionality->powerGenerator;
numConnected = 0;
for (i = 0; i < NUM_POWER_MODULES; i++)
{
if (psPowerGen->apResExtractors[i])
{
numConnected++;
}
}
/* No effect if nothing connected */
if(!numConnected)
{
//return;
//keep looking for another!
continue;
}
else switch(numConnected)
{
case 1:
case 2:
gameDiv = 1440;
val = 4;
break;
case 3:
case 4:
default:
gameDiv = 1080;
val = 3; // really fast!!!
break;
}
angle = gameTime2%gameDiv;
val = angle/val;
/* New addition - it shows how many are connected... */
for(i=0 ;i<numConnected; i++)
{
radius = 32 - (i*2); // around the spire
xDif = radius * (SIN(DEG(val)));
yDif = radius * (COS(DEG(val)));
xDif = xDif/4096; // cos it's fixed point
yDif = yDif/4096;
pos.x = psStructure->x + xDif;
pos.z = psStructure->y + yDif;
pos.y = map_Height(pos.x,pos.z) + 64 + (i*20); // 64 up to get to base of spire
effectGiveAuxVar(50); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_LASER,FALSE,NULL,0);
pos.x = psStructure->x - xDif;
pos.z = psStructure->y - yDif;
// pos.y = map_Height(pos.x,pos.z) + 64 + (i*20); // 64 up to get to base of spire
effectGiveAuxVar(50); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_LASER,FALSE,NULL,0);
}
}
/* Might be a re-arm pad! */
else if(psStructure->pStructureType->type == REF_REARM_PAD
&& psStructure->visible[selectedPlayer] )
{
REARM_PAD* psReArmPad = &psStructure->pFunctionality->rearmPad;
psChosenObj = psReArmPad->psObj;
if(psChosenObj!=NULL)
{
if((((DROID*)psChosenObj)->visible[selectedPlayer]))
{
bFXSize = 0;
psDroid = (DROID*) psChosenObj;
if(!psDroid->died && psDroid->action == DACTION_WAITDURINGREARM )
{
bFXSize = 30;
}
/* Then it's repairing...? */
if(!gamePaused())
{
val = lastSpinVal = getTimeValueRange(720,360); // grab an angle - 4 seconds cyclic
}
else
{
val = lastSpinVal;
}
radius = psStructure->sDisplay.imd->radius;
xDif = radius * (SIN(DEG(val)));
yDif = radius * (COS(DEG(val)));
xDif = xDif/4096; // cos it's fixed point
yDif = yDif/4096;
pos.x = psStructure->x + xDif;
pos.z = psStructure->y + yDif;
pos.y = map_Height(pos.x,pos.z) + psStructure->sDisplay.imd->ymax;
effectGiveAuxVar(30+bFXSize); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER,FALSE,NULL,0);
pos.x = psStructure->x - xDif;
pos.z = psStructure->y - yDif; // buildings are level!
// pos.y = map_Height(pos.x,pos.z) + psStructure->sDisplay->ymax;
effectGiveAuxVar(30+bFXSize); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER,FALSE,NULL,0);
}
}
}
}
}
}
static void testEffect( void )
{
UDWORD i;
/* Only do for player 0 power stations */
if(bMultiPlayer)
{
for(i=0;i<MAX_PLAYERS;i++)
{
if(isHumanPlayer(i) && apsStructLists[i] )
{
testEffect2(i);
}
}
}
else if(apsStructLists[0])
{
testEffect2(0);
}
}
static void showDroidSensorRanges(void)
{
DROID *psDroid;
STRUCTURE *psStruct;
if(rangeOnScreen) // note, we still have to decide what to do with multiple units selected, since it will draw it for all of them! -Q 5-10-05
{
for(psDroid= apsDroidLists[selectedPlayer]; psDroid; psDroid=psDroid->psNext)
{
if(psDroid->selected)
{
showSensorRange2((BASE_OBJECT*)psDroid);
}
}
for(psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
{
if(psStruct->selected)
{
showSensorRange2((BASE_OBJECT*)psStruct);
}
}
}//end if we want to display...
}
//this one doesn't do a circle, it displays 30 or so units at a time
static void showSensorRange1(DROID *psDroid)
{
SDWORD val;
SDWORD radius;
UDWORD angle;
SDWORD xDif,yDif;
UDWORD sensorRange;
Vector3i pos;
angle = gameTime%3600;
val = angle/10;
sensorRange = asSensorStats[psDroid->asBits[COMP_SENSOR].nStat].range;
radius = sensorRange;
xDif = radius * (SIN(DEG(val)));
yDif = radius * (COS(DEG(val)));
xDif = xDif/4096; // cos it's fixed point
yDif = yDif/4096;
pos.x = psDroid->x - xDif;
pos.z = psDroid->y - yDif;
pos.y = map_Height(pos.x,pos.z)+ 16; // 64 up to get to base of spire
effectGiveAuxVar(80); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_LASER,FALSE,NULL,0);
}
static void showSensorRange2(BASE_OBJECT *psObj)
{
SDWORD radius;
SDWORD xDif,yDif;
UDWORD sensorRange;
Vector3i pos;
UDWORD i;
DROID *psDroid;
STRUCTURE *psStruct;
BOOL bBuilding=FALSE;
for(i=0; i<360; i++)
{
if(psObj->type == OBJ_DROID)
{
psDroid = (DROID*)psObj;
sensorRange = asSensorStats[psDroid->asBits[COMP_SENSOR].nStat].range;
}
else
{
psStruct = (STRUCTURE*)psObj;
sensorRange = psStruct->sensorRange;
bBuilding = TRUE;
}
// printf("sensorRange=%d\n",sensorRange);
radius = sensorRange;
xDif = radius * (SIN(DEG(i)));
yDif = radius * (COS(DEG(i)));
xDif = xDif/4096; // cos it's fixed point
yDif = yDif/4096;
pos.x = psObj->x - xDif;
pos.z = psObj->y - yDif;
pos.y = map_Height(pos.x,pos.z)+ 16; // 64 up to get to base of spire
effectGiveAuxVar(80); // half normal plasma size...
if(bBuilding)
{
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_SMALL,FALSE,NULL,0);
}
else
{
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_LASER,FALSE,NULL,0);
}
}
}
static void drawRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius)
{
SDWORD xDif,yDif;
Vector3i pos;
UDWORD i;
for(i=0; i<360; i++)
{
xDif = radius * (SIN(DEG(i)));
yDif = radius * (COS(DEG(i)));
xDif = xDif/4096; // cos it's fixed point
yDif = yDif/4096;
pos.x = centerX - xDif;
pos.z = centerY - yDif;
pos.y = map_Height(pos.x,pos.z)+ 16; // 64 up to get to base of spire
effectGiveAuxVar(80); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_SMALL,FALSE,NULL,0);
}
}
void debugToggleSensorDisplay( void )
{
if(bSensorDisplay)
{
bSensorDisplay = FALSE;
}
else
{
bSensorDisplay = TRUE;
}
}
/* draw some effects at certain position to visualize the radius,
* negative radius turns this off
*/
void showRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius)
{
rangeCenterX = centerX;
rangeCenterY = centerY;
rangeRadius = radius;
bRangeDisplay = TRUE;
if(radius <= 0)
bRangeDisplay = FALSE;
}
/*returns the graphic ID for a droid rank*/
UDWORD getDroidRankGraphic(DROID *psDroid)
{
UDWORD gfxId;
/* Not found yet */
gfxId = UDWORD_MAX;
//#ifdef JOHN
/* Establish the numerical value of the droid's rank */
switch(getDroidLevel(psDroid))
{
case 0:
break;
case 1:
gfxId = IMAGE_LEV_0;
break;
case 2:
gfxId = IMAGE_LEV_1;
break;
case 3:
gfxId = IMAGE_LEV_2;
break;
case 4:
gfxId = IMAGE_LEV_3;
break;
case 5:
gfxId = IMAGE_LEV_4;
break;
case 6:
gfxId = IMAGE_LEV_5;
break;
case 7:
gfxId = IMAGE_LEV_6;
break;
case 8:
gfxId = IMAGE_LEV_7;
break;
default:
ASSERT(!"out of range droid rank", "Weird droid level in drawDroidRank");
break;
}
//#else
#if 0
switch(getDroidLevel(psDroid))
{
case 0:
// gfxId = IMAGE_GN_0; // Unexperienced
break;
case 1:
gfxId = IMAGE_GN_1;
break;
case 2:
gfxId = IMAGE_GN_2;
break;
case 3:
gfxId = IMAGE_GN_3;
break;
case 4:
gfxId = IMAGE_GN_4;
break;
case 5:
gfxId = IMAGE_GN_5;
break;
case 6:
gfxId = IMAGE_GN_6; // Experienced
break;
case 7:
gfxId = IMAGE_GN_7;
break;
case 8:
gfxId = IMAGE_GN_8;
break;
default:
ASSERT(!"out of range droid rank", "Weird droid level in drawDroidRank");
break;
}
#endif
//#endif
#if 0
// John's routing debug code
switch (psDroid->sMove.Status)
{
case MOVEINACTIVE:
gfxId = IMAGE_GN_0; // Unexperienced
break;
case MOVENAVIGATE:
gfxId = IMAGE_GN_1;
break;
case MOVETURN:
gfxId = IMAGE_GN_2;
break;
case MOVEPAUSE:
gfxId = IMAGE_GN_3;
break;
case MOVEPOINTTOPOINT:
gfxId = IMAGE_GN_4;
break;
case MOVEROUTE:
gfxId = IMAGE_GN_5;
break;
case MOVEWAITROUTE:
gfxId = IMAGE_GN_6; // Experienced
break;
case MOVESHUFFLE:
gfxId = IMAGE_GN_7;
break;
case MOVEROUTESHUFFLE:
gfxId = IMAGE_GN_8;
break;
default:
break;
}
#endif
return gfxId;
}
/* DOES : Assumes matrix context set and that z-buffer write is force enabled (Always).
Will render a graphic depiction of the droid's present rank.
BY : Alex McLean.
*/
static void drawDroidRank(DROID *psDroid)
{
//UDWORD droidLevel;
UDWORD gfxId;
gfxId = getDroidRankGraphic(psDroid);
/* Did we get one? - We should have... */
if(gfxId!=UDWORD_MAX)
{
/* Render the rank graphic at the correct location */ // remove hardcoded numbers?!
iV_DrawImage(IntImages,(UWORD)gfxId,psDroid->sDisplay.screenX+20,psDroid->sDisplay.screenY+8);
}
}
/* DOES : Assumes matrix context set and that z-buffer write is force enabled (Always).
Will render a graphic depiction of the droid's present rank.
*/
static void drawDroidSensorLock(DROID *psDroid)
{
//if on fire support duty - must be locked to a Sensor Droid/Structure
if (orderState(psDroid, DORDER_FIRESUPPORT))
{
/* Render the sensor graphic at the correct location - which is what?!*/
iV_DrawImage(IntImages,IMAGE_GN_STAR,psDroid->sDisplay.screenX+20,
psDroid->sDisplay.screenY-20);
}
}
static void doConstructionLines( void )
{
DROID *psDroid;
UDWORD i;
// pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
// pie_SetFogStatus(FALSE);
for(i=0; i<MAX_PLAYERS; i++)
{
for(psDroid= apsDroidLists[i]; psDroid; psDroid = psDroid->psNext)
{
if(clipXY(psDroid->x,psDroid->y))
{
if( (psDroid->visible[selectedPlayer]==UBYTE_MAX) &&
(psDroid->sMove.Status != MOVESHUFFLE) )
{
if(psDroid->action == DACTION_BUILD)
{
if(psDroid->psTarget[0])
{
if(psDroid->psTarget[0]->type == OBJ_STRUCTURE)
{
addConstructionLine(psDroid, (STRUCTURE*)psDroid->psTarget[0]);
}
}
}
else if ((psDroid->action == DACTION_DEMOLISH) ||
(psDroid->action == DACTION_REPAIR) ||
(psDroid->action == DACTION_CLEARWRECK) ||
(psDroid->action == DACTION_RESTORE))
{
if(psDroid->psActionTarget[0])
{
if(psDroid->psActionTarget[0]->type == OBJ_STRUCTURE)
{
addConstructionLine(psDroid, (STRUCTURE*)psDroid->psActionTarget[0]);
}
}
}
}
}
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
static void addConstructionLine(DROID *psDroid, STRUCTURE *psStructure)
{
PIEVERTEX pts[3];
Vector3i each;
Vector3f *point;
UDWORD pointIndex;
SDWORD realY;
Vector3i null, vec;
SDWORD rx,rz;
UDWORD colour;
UDWORD specular;
null.x = null.y = null.z = 0;
each.x = psDroid->x;
each.z = psDroid->y;
each.y = psDroid->z + 24;
vec.x = (each.x - player.p.x) - terrainMidX*TILE_UNITS;
vec.z = terrainMidY*TILE_UNITS - (each.z - player.p.z);
vec.y = each.y;
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
pts[0].sx = vec.x + rx;
pts[0].sy = vec.y;
pts[0].sz = vec.z - rz;
pointIndex = rand()%(psStructure->sDisplay.imd->npoints-1);
point = &(psStructure->sDisplay.imd->points[pointIndex]);
each.x = psStructure->x + point->x;
realY = MAKEINT((structHeightScale(psStructure) * point->y));
each.y = psStructure->z + realY;
each.z = psStructure->y - point->z;
if(ONEINEIGHT)
{
effectSetSize(30);
addEffect(&each,EFFECT_EXPLOSION,EXPLOSION_TYPE_SPECIFIED,TRUE,getImdFromIndex(MI_PLASMA),0);
}
vec.x = (each.x - player.p.x) - terrainMidX*TILE_UNITS;
vec.z = terrainMidY*TILE_UNITS - (each.z - player.p.z);
vec.y = each.y;
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
pts[1].sx = vec.x + rx;
pts[1].sy = vec.y;
pts[1].sz = vec.z - rz;
pointIndex = rand()%(psStructure->sDisplay.imd->npoints-1);
point = &(psStructure->sDisplay.imd->points[pointIndex]);
each.x = psStructure->x + point->x;
realY = MAKEINT((structHeightScale(psStructure) * point->y));
each.y = psStructure->z + realY;
each.z = psStructure->y - point->z;
vec.x = (each.x - player.p.x) - terrainMidX*TILE_UNITS;
vec.z = terrainMidY*TILE_UNITS - (each.z - player.p.z);
vec.y = each.y;
rx = player.p.x & (TILE_UNITS-1);
rz = player.p.z & (TILE_UNITS-1);
pts[2].sx = vec.x + rx;
pts[2].sy = vec.y;
pts[2].sz = vec.z - rz;
// set the colour
colour = UBYTE_MAX;
colour = lightDoFogAndIllumination(colour,getCentreX() - psDroid->x, getCentreZ() - psDroid->y,&specular);
colour &= 0xff;
if ((psDroid->action == DACTION_DEMOLISH) ||
(psDroid->action == DACTION_CLEARWRECK) ) {
colour <<= 16;//red
}
pts[0].light.argb = 0xff000000;
pts[1].light.argb = 0xff000000;
pts[2].light.argb = 0xff000000;
pts[0].tu = 0;
pts[0].tv = 0;
pts[0].specular.argb = colour;
pts[1].tu = 0;
pts[1].tv = 0;
pts[1].specular.argb = 0;
pts[2].tu = 0;
pts[2].tv = 0;
pts[2].specular.argb = 0;
pie_TransColouredTriangle( (PIEVERTEX*)&pts, colour );
}