306 lines
8.7 KiB
C
306 lines
8.7 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2009 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "lib/framework/frame.h"
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#include "map.h"
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#include "hci.h"
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#include "mapdisplay.h"
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#include "display3d.h"
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#include "lib/ivis_common/ivisdef.h" //ivis matrix code
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#include "lib/ivis_common/piedef.h" //pie render
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#include "lib/ivis_opengl/piematrix.h"
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#include "lib/ivis_common/piepalette.h"
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#include "miscimd.h"
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#include "effects.h"
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#include "bridge.h"
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/**
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* @file bridge.c
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* Bridges - currently unused.
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*
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* Handles rendering and placement of bridging sections for
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* traversing water and ravines?! My guess is this won't make it into
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* the final game, but we'll see...
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* Alex McLean, Pumpkin Studios EIDOS Interactive, 1998.
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*
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* He was right. It did not make the final game. The code below
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* is unused. Can it be reused? - Per, 2007
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*/
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/*
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Returns true or false as to whether a bridge is valid.
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For it to be true - all intervening points must be lower than the start
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and end points. We can also check other stuff here like what it's going
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over. Also, it has to be between a minimum and maximum length and
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one of the axes must share the same values.
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*/
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BOOL bridgeValid(UDWORD startX, UDWORD startY, UDWORD endX, UDWORD endY)
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{
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BOOL xBridge, yBridge;
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UDWORD bridgeLength;
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UDWORD startHeight, endHeight, sectionHeight;
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UDWORD i;
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/* Establish axes allignment */
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xBridge = ((startX == endX) ? true : false);
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yBridge = ((startY == endY) ? true : false);
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/* At least one axis must be constant */
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if (!xBridge && !yBridge)
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{
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/* Bridge isn't straight - this shouldn't have been passed
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in, but better safe than sorry! */
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return false;
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}
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/* Get the bridge length */
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bridgeLength = (xBridge ? abs(startY - endY) : abs(startX - endX));
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/* check it's not too long or short */
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if (bridgeLength < MINIMUM_BRIDGE_SPAN || bridgeLength > MAXIMUM_BRIDGE_SPAN)
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{
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/* Cry out */
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return false;
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}
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/* Check intervening tiles to see if they're lower
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so first get the start and end heights */
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startHeight = mapTile(startX, startY)->height;
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endHeight = mapTile(endX, endY)->height;
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/*
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Don't whinge about this piece of code please! It's nice and short
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and is called very infrequently. Could be made slightly faster.
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*/
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for (i = (xBridge ? MIN(startY, endY) : MIN(startX, endX));
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i < (xBridge ? MAX(startY, endY) : MAX(startX, endX)); i++)
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{
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/* Get the height of a bridge section */
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sectionHeight = mapTile((xBridge ? startX : startY), i)->height;
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/* Is it higher than BOTH end points? */
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if (sectionHeight > MAX(startHeight, endHeight))
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{
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/* Cry out */
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return false;
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}
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}
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/* Everything's just fine */
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return(true);
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}
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/*
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This function will actually draw a wall section
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Slightly different from yer basic structure draw in that
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it's not alligned to the terrain as bridge sections sit
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at a height stored in their structure - as they're above the ground
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and wouldn't be much use if they weren't, bridge wise.
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*/
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BOOL renderBridgeSection(STRUCTURE *psStructure)
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{
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SDWORD rx, rz;
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Vector3i dv;
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/* Bomb out if it's not visible */
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if (!psStructure->visible[selectedPlayer])
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{
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return false;
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}
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/* Establish where it is in the world */
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dv.x = (psStructure->pos.x - player.p.x) - terrainMidX * TILE_UNITS;
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dv.z = terrainMidY * TILE_UNITS - (psStructure->pos.y - player.p.z);
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dv.y = psStructure->pos.z;
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/* Push the indentity matrix */
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pie_MatBegin();
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/* Translate */
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pie_TRANSLATE(dv.x, dv.y, dv.z);
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/* Get the x,z translation components */
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rx = map_round(player.p.x);
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rz = map_round(player.p.z);
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/* Translate */
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pie_TRANSLATE(rx, 0, -rz);
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pie_Draw3DShape(psStructure->sDisplay.imd, 0, 0, WZCOL_WHITE, WZCOL_BLACK, 0, 0);
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pie_MatEnd();
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return(true);
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}
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/*
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This will work out all the info you need about the bridge including
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length - height to set sections at in order to allign to terrain and
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what you need to alter start and end terrain heights by to establish to
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connection.
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*/
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void getBridgeInfo(UDWORD startX, UDWORD startY, UDWORD endX, UDWORD endY, BRIDGE_INFO *info)
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{
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BOOL xBridge, yBridge;
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UDWORD startHeight, endHeight;
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BOOL startHigher;
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/* Copy over the location coordinates */
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info->startX = startX;
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info->startY = startY;
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info->endX = endX;
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info->endY = endY;
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/* Get the heights of the start and end positions */
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startHeight = map_TileHeight(startX, startY);
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endHeight = map_TileHeight(endX, endY);
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/* Find out which is higher */
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startHigher = (startHeight >= endHeight ? true : false);
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/* If the start position is higher */
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if (startHigher)
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{
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/* Inform structure */
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info->startHighest = true;
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/* And the end position needs raising */
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info->heightChange = startHeight - endHeight;
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}
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/* Otherwise, the end position is lower */
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else
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{
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/* Inform structure */
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info->startHighest = false;
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/* So we need to raise the start position */
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info->heightChange = endHeight - startHeight;
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}
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/* Establish axes allignment */
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/* Only one of these can occur otherwise
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bridge is one square big */
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xBridge = ((startX == endX) ? true : false);
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yBridge = ((startY == endY) ? true : false);
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/*
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Set the bridge's height.
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Note that when the bridge is built BOTH tile heights need
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to be set to the agreed value on their bridge trailing edge
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(x,y) and (x,y+1) is constant X and (x,y) and (x+1,y) if constant
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Y
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*/
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if (startHigher)
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{
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info->bridgeHeight = map_TileHeight(startX, startY);
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}
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else
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{
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info->bridgeHeight = map_TileHeight(endX, endY);
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}
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/* We've got a bridge of constant X */
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if (xBridge)
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{
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info->bConstantX = true;
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info->bridgeLength = abs(startY - endY);
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}
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/* We've got a bridge of constant Y */
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else if (yBridge)
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{
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info->bConstantX = false;
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info->bridgeLength = abs(startX - endX);
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}
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else
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{
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debug( LOG_FATAL, "Weirdy Bridge requested - no axes allignment" );
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abort();
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}
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}
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void testBuildBridge(UDWORD startX, UDWORD startY, UDWORD endX, UDWORD endY)
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{
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BRIDGE_INFO bridge;
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UDWORD i;
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Vector3i dv;
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if (bridgeValid(startX, startY, endX, endY))
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{
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getBridgeInfo(startX, startY, endX, endY, &bridge);
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if (bridge.bConstantX)
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{
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for (i = MIN(bridge.startY, bridge.endY); i < (MAX(bridge.startY, bridge.endY) + 1); i++)
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{
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dv.x = ((bridge.startX * 128) + 64);
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dv.z = ((i * 128) + 64);
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dv.y = bridge.bridgeHeight;
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addEffect(&dv, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING, false, NULL, 0);
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// addExplosion(&dv, TYPE_EXPLOSION_SMOKE_CLOUD, NULL);
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}
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}
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else
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{
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for (i = MIN(bridge.startX, bridge.endX); i < (MAX(bridge.startX, bridge.endX) + 1); i++)
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{
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dv.x = ((i * 128) + 64);
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dv.z = ((bridge.startY * 128) + 64);
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dv.y = bridge.bridgeHeight;
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addEffect(&dv, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING, false, NULL, 0);
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// addExplosion(&dv, TYPE_EXPLOSION_SMOKE_CLOUD, NULL);
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}
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}
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/* Flatten the start tile */
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setTileHeight(bridge.startX, bridge.startY, bridge.bridgeHeight);
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setTileHeight(bridge.startX, bridge.startY + 1, bridge.bridgeHeight);
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setTileHeight(bridge.startX + 1, bridge.startY, bridge.bridgeHeight);
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setTileHeight(bridge.startX + 1, bridge.startY + 1, bridge.bridgeHeight);
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/* Flatten the end tile */
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setTileHeight(bridge.endX, bridge.endY, bridge.bridgeHeight);
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setTileHeight(bridge.endX, bridge.endY + 1, bridge.bridgeHeight);
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setTileHeight(bridge.endX + 1, bridge.endY, bridge.bridgeHeight);
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setTileHeight(bridge.endX + 1, bridge.endY + 1, bridge.bridgeHeight);
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}
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else
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{
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getBridgeInfo(startX, startY, endX, endY, &bridge);
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if (bridge.bConstantX)
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{
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for (i = MIN(bridge.startY, bridge.endY); i < (MAX(bridge.startY, bridge.endY) + 1); i++)
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{
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dv.x = ((bridge.startX * 128) + 64);
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dv.z = ((i * 128) + 64);
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dv.y = bridge.bridgeHeight;
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addEffect(&dv, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, NULL, 0);
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// addExplosion(&dv, TYPE_EXPLOSION_MED, NULL);
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}
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}
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else
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{
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for (i = MIN(bridge.startX, bridge.endX); i < (MAX(bridge.startX, bridge.endX) + 1); i++)
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{
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dv.x = ((i * 128) + 64);
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dv.z = ((bridge.startY * 128) + 64);
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dv.y = bridge.bridgeHeight;
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addEffect(&dv, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, NULL, 0);
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// addExplosion(&dv, TYPE_EXPLOSION_MED, NULL);
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}
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}
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}
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}
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