warzone2100/src/display3d.cpp

4364 lines
117 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file display3d.c
* Draws the 3D view.
* Originally by Alex McLean & Jeremy Sallis, Pumpkin Studios, EIDOS INTERACTIVE
*/
#include "lib/framework/frame.h"
#include "lib/framework/opengl.h"
#include "lib/framework/math_ext.h"
#include "lib/framework/stdio_ext.h"
/* Includes direct access to render library */
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/piedef.h"
#include "lib/ivis_opengl/tex.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piepalette.h"
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_opengl/piemode.h"
#include "lib/framework/fixedpoint.h"
#include "lib/ivis_opengl/piefunc.h"
#include "lib/gamelib/gtime.h"
#include "lib/gamelib/animobj.h"
#include "lib/script/script.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "lib/netplay/netplay.h"
#include "e3demo.h"
#include "loop.h"
#include "atmos.h"
#include "levels.h"
#include "map.h"
#include "move.h"
#include "visibility.h"
#include "geometry.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 "lighting.h"
#include "console.h"
#include "projectile.h"
#include "bucket3d.h"
#include "intelmap.h"
#include "mapdisplay.h"
#include "message.h"
#include "component.h"
#include "warcam.h"
#include "scripttabs.h"
#include "scriptextern.h"
#include "scriptcb.h"
#include "keymap.h"
#include "drive.h"
#include "gateway.h"
#include "transporter.h"
#include "warzoneconfig.h"
#include "action.h"
#include "keybind.h"
#include "combat.h"
#include "order.h"
#include "scores.h"
#include "multiplay.h"
#include "advvis.h"
#include "texture.h"
#include "anim_id.h"
#include "cmddroid.h"
#include "terrain.h"
/******************** Prototypes ********************/
static UDWORD getTargettingGfx(void);
static void drawDroidGroupNumber(DROID *psDroid);
static void trackHeight(float desiredHeight);
static void renderSurroundings(void);
static void locateMouse(void);
static bool renderWallSection(STRUCTURE *psStructure);
static void drawDragBox(void);
static void calcFlagPosScreenCoords(SDWORD *pX, SDWORD *pY, SDWORD *pR);
static void displayTerrain(void);
static iIMDShape *flattenImd(iIMDShape *imd, UDWORD structX, UDWORD structY, UDWORD direction);
static void drawTiles(iView *player);
static void display3DProjectiles(void);
static void drawDroidSelections(void);
static void drawStructureSelections(void);
static void displayAnimation(ANIM_OBJECT * psAnimObj, bool bHoldOnFirstFrame);
static void displayBlueprints(void);
static void processSensorTarget(void);
static void processDestinationTarget(void);
static bool eitherSelected(DROID *psDroid);
static void structureEffects(void);
static void showDroidSensorRanges(void);
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);
static void drawDroidCmndNo(DROID *psDroid);
static void drawDroidRank(DROID *psDroid);
static void drawDroidSensorLock(DROID *psDroid);
static void calcAverageTerrainHeight(iView *player);
bool doWeDrawProximitys(void);
static PIELIGHT getBlueprintColour(STRUCT_STATES state);
static void NetworkDisplayPlainForm(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours);
static void NetworkDisplayImage(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours);
void NotifyUserOfError(char *msg);
/******************** Variables ********************/
// Should be cleaned up properly and be put in structures.
bool bRender3DOnly;
static bool bRangeDisplay = false;
static SDWORD rangeCenterX,rangeCenterY,rangeRadius;
static bool bDrawProximitys = true;
bool godMode;
bool showGateways = false;
bool showPath = false;
/// The name of the texture page used to draw the skybox
static char skyboxPageName[PATH_MAX] = "page-25";
/// When to display HP bars
UWORD barMode;
/// 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;
/// Temporary rotation vectors to store rotations for droids etc
static Vector3i imdRot,imdRot2;
/// How far away are we from the terrain
UDWORD distance;
/// Stores the screen coordinates of the transformed terrain tiles
static Vector3i tileScreenInfo[VISIBLE_YTILES+1][VISIBLE_XTILES+1];
/// Records the present X and Y values for the current mouse tile (in tiles)
SDWORD mouseTileX, mouseTileY;
Vector2i mousePos(0, 0);
/// 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
/// Tactical UI: show/hide target origin icon
bool tuiTargetOrigin = false;
/// Temporary values for the terrain render - top left corner of grid to be rendered
static int playerXTile, playerZTile;
/// Have we located the mouse?
static bool mouseLocated = true;
/// The cached value of frameGetFrameNumber()
static UDWORD currentGameFrame;
/// The box used for multiple selection - present screen coordinates
static QUAD dragQuad;
/// temporary buffer used for flattening IMDs
#define iV_IMD_MAX_POINTS 500
static Vector3f alteredPoints[iV_IMD_MAX_POINTS];
/** Number of tiles visible
* \todo This should become dynamic! (A function of resolution, angle and zoom maybe.)
*/
Vector2i visibleTiles(VISIBLE_XTILES, VISIBLE_YTILES);
/// The X position (in tile coordinates) of the middle of the visible map
UDWORD terrainMidX;
/// The Y position (in tile coordinates) of the middle of the visible map
UDWORD terrainMidY;
/// The tile we use for drawing the bottom of a body of water
static unsigned int underwaterTile = WATER_TILE;
/** The tile we use for drawing rubble
* \note Unused.
*/
static unsigned int rubbleTile = BLOCKING_RUBBLE_TILE;
/** Show how many frames we are rendering per second
* default OFF, turn ON via console command 'showfps'
*/
bool showFPS = false; //
/** Show how many samples we are rendering per second
* default OFF, turn ON via console command 'showsamples'
*/
bool showSAMPLES = false;
/** Show the current selected units order / action
* default OFF, turn ON via console command 'showorders'
*/
bool showORDERS = false;
/** Show the current level name on the screen, toggle via the 'showlevelname'
* console command
*/
bool showLevelName = true;
/** When we have a connection issue, we will flash a message on screen
*/
static bool errorWaiting = false;
static char errorMessage[512];
static uint32_t lastErrorTime = 0;
#define NETWORK_FORM_ID 0xFAAA
#define NETWORK_BUT_ID 0xFAAB
/** When enabled, this causes a segfault in the game, to test out the crash handler */
bool CauseCrash = false;
/** tells us in realtime, what droid is doing (order / action)
*/
char DROIDDOING[512];
/// Geometric offset which will be passed to pie_SetGeometricOffset
static const int geoOffset = 192;
/// The average terrain height for the center of the area the camera is looking at
static int averageCentreTerrainHeight;
/** The time at which a sensor target was last asssigned
* Used to draw a visual effect.
*/
static UDWORD lastTargetAssignation = 0;
/** The time at which an order concerning a destination was last given
* Used to draw a visual effect.
*/
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;
static std::vector<STRUCTURE *> blueprints;
#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
/// The distance the selection box will pulse
#define BOX_PULSE_SIZE 10
/// the opacity at which building blueprints will be drawn
static const int BLUEPRINT_OPACITY=120;
/******************** Functions ********************/
void NotifyUserOfError(char *msg)
{
errorWaiting = true;
ssprintf(errorMessage, "%s", msg);
lastErrorTime = gameTime2;
}
static inline void saveOrDeleteBlueprint(STRUCTURE *blueprint)
{
if (blueprint->status == SS_BLUEPRINT_PLANNED)
{
blueprints.push_back(blueprint);
}
else
{
delete blueprint;
}
}
static inline void copyOrIgnoreBlueprint(STRUCTURE *blueprint)
{
if (blueprint->status == SS_BLUEPRINT_PLANNED)
{
blueprints.push_back(new STRUCTURE(*blueprint));
}
}
static inline void clearBlueprints()
{
for (std::vector<STRUCTURE *>::iterator i = blueprints.begin(); i != blueprints.end(); ++i)
{
delete *i;
}
blueprints.clear();
}
STRUCTURE *getTileBlueprint(int mapX, int mapY)
{
Vector2i mouse(world_coord(mapX) + TILE_UNITS/2, world_coord(mapY) + TILE_UNITS/2);
for (std::vector<STRUCTURE *>::const_iterator i = blueprints.begin(); i != blueprints.end(); ++i)
{
STRUCTURE *psStruct = *i;
Vector2i size(getStructureWidth(psStruct)*TILE_UNITS, getStructureBreadth(psStruct)*TILE_UNITS);
if (abs(mouse.x - psStruct->pos.x) < size.x/2 && abs(mouse.y - psStruct->pos.y) < size.y/2)
{
return psStruct; // This blueprint was clicked on.
}
}
return NULL;
}
static PIELIGHT structureBrightness(STRUCTURE *psStructure)
{
PIELIGHT buildingBrightness;
if (structureIsBlueprint(psStructure))
{
buildingBrightness = getBlueprintColour(psStructure->status);
}
else
{
buildingBrightness = pal_SetBrightness(200 - 100/65536.f * getStructureDamage(psStructure));
/* If it's selected, then it's brighter */
if (psStructure->selected)
{
SDWORD brightVar;
if (!gamePaused())
{
brightVar = getModularScaledGraphicsTime(990, 110);
if (brightVar > 55)
{
brightVar = 110 - brightVar;
}
}
else
{
brightVar = 55;
}
buildingBrightness = pal_SetBrightness(200 + brightVar);
}
if (!demoGetStatus() && getRevealStatus())
{
buildingBrightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psStructure, buildingBrightness.byte.r));
}
if (!hasSensorOnTile(mapTile(map_coord(psStructure->pos.x), map_coord(psStructure->pos.y)), selectedPlayer))
{
buildingBrightness.byte.r /= 2;
buildingBrightness.byte.g /= 2;
buildingBrightness.byte.b /= 2;
}
}
return buildingBrightness;
}
/// Display the multiplayer chat box
static void displayMultiChat(void)
{
UDWORD pixelLength;
UDWORD pixelHeight;
pixelLength = iV_GetTextWidth(sTextToSend);
pixelHeight = iV_GetTextLineSize();
if((gameTime2 % 500) < 250)
{
// implement blinking cursor in multiplayer chat
pie_BoxFill(RET_X + pixelLength + 3, 474 + E_H - (pixelHeight/4), RET_X + pixelLength + 10, 473 + E_H, WZCOL_CURSOR);
}
/* FIXME: 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);
}
/// Cached values
static SDWORD gridCentreX,gridCentreZ,gridVarCalls;
/// Get the cached value for the X center of the grid
SDWORD getCentreX( void )
{
gridVarCalls++;
return(gridCentreX);
}
/// Get the cached value for the Z center of the grid
SDWORD getCentreZ( void )
{
return(gridCentreZ);
}
/// Show all droid movement parts by displaying an explosion at every step
static void showDroidPaths(void)
{
DROID *psDroid;
if ((graphicsTime / 250 % 2) != 0)
{
return;
}
for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid=psDroid->psNext)
{
if (psDroid->selected && psDroid->sMove.Status != MOVEINACTIVE)
{
int len = psDroid->sMove.numPoints;
int i = std::max(psDroid->sMove.pathIndex - 1, 0);
for (; i < len; i++)
{
Vector3i pos;
ASSERT(worldOnMap(psDroid->sMove.asPath[i].x, psDroid->sMove.asPath[i].y), "Path off map!");
pos.x = psDroid->sMove.asPath[i].x;
pos.z = psDroid->sMove.asPath[i].y;
pos.y = map_Height(pos.x, pos.z) + 16;
effectGiveAuxVar(80);
addEffect(&pos, EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER, false, NULL, 0);
}
}
}
}
/// Renders the Network Issue form
static void NetworkDisplayPlainForm(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
UDWORD x0,y0,x1,y1;
x0 = xOffset+Form->x;
y0 = yOffset+Form->y;
x1 = x0 + Form->width;
y1 = y0 + Form->height;
// Don't draw anything, a rectangle behind the icon just looks strange, if you notice it.
//RenderWindowFrame(FRAME_NORMAL, x0, y0, x1 - x0, y1 - y0);
(void)x0;
(void)y0;
(void)x1;
(void)y1;
}
/// Displays an image for the Network Issue button
static void NetworkDisplayImage(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours)
{
UDWORD x = xOffset+psWidget->x;
UDWORD y = yOffset+psWidget->y;
UWORD ImageID;
CONNECTION_STATUS status = (CONNECTION_STATUS)UNPACKDWORD_TRI_A(psWidget->UserData);
ASSERT( psWidget->type == WIDG_BUTTON,"Not a button" );
// cheap way to do a button flash
if ( (gameTime2/250) % 2 == 0 )
{
ImageID = UNPACKDWORD_TRI_B(psWidget->UserData);
}
else
{
ImageID = UNPACKDWORD_TRI_C(psWidget->UserData);
}
if (NETcheckPlayerConnectionStatus(status, NET_ALL_PLAYERS))
{
unsigned width, height;
unsigned n, c = 0;
char players[MAX_PLAYERS + 1];
PlayerMask playerMaskMapped = 0;
for (n = 0; n < MAX_PLAYERS; ++n)
{
if (NETcheckPlayerConnectionStatus(status, n))
{
playerMaskMapped |= 1<<NetPlay.players[n].position;
}
}
for (n = 0; n < MAX_PLAYERS; ++n)
{
if ((playerMaskMapped & 1<<n) != 0)
{
STATIC_ASSERT(MAX_PLAYERS <= 32); // If increasing MAX_PLAYERS, check all the 1<<playerNumber shifts, since the 1 is usually a 32-bit type.
players[c++] = "0123456789ABCDEFGHIJKLMNOPQRSTUV"[n];
}
}
players[c] = '\0';
width = iV_GetTextWidth(players) + 10;
height = iV_GetTextHeight(players) + 10;
iV_DrawText(players, x - width, y + height);
}
iV_DrawImage(IntImages,ImageID,x,y);
}
static void setupConnectionStatusForm(void)
{
static unsigned prevStatusMask = 0;
const int separation = 3;
unsigned statusMask = 0;
unsigned total = 0;
unsigned i;
for (i = 0; i < CONNECTIONSTATUS_NORMAL; ++i)
{
if (NETcheckPlayerConnectionStatus((CONNECTION_STATUS)i, NET_ALL_PLAYERS))
{
statusMask |= 1<<i;
++total;
}
}
if (prevStatusMask != 0 && statusMask != prevStatusMask)
{
// Remove the icons.
for (i = 0; i < CONNECTIONSTATUS_NORMAL; ++i)
{
if ((statusMask & 1<<i) != 0)
{
widgDelete(psWScreen, NETWORK_BUT_ID + i); // kill button
}
}
widgDelete(psWScreen, NETWORK_FORM_ID); // kill form
prevStatusMask = 0;
}
if (prevStatusMask == 0 && statusMask != 0)
{
unsigned n = 0;
// Create the basic form
W_FORMINIT sFormInit;
sFormInit.formID = 0;
sFormInit.id = NETWORK_FORM_ID;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = (int)(pie_GetVideoBufferWidth() - 52);
sFormInit.y = 80;
sFormInit.width = 36;
sFormInit.height = (24 + separation)*total - separation;
sFormInit.pDisplay = NetworkDisplayPlainForm; // NetworkDisplayPlainForm used to do something, but it looks ugly.
if (!widgAddForm(psWScreen, &sFormInit))
{
//return false;
}
/* Now add the buttons */
for (i = 0; i < CONNECTIONSTATUS_NORMAL; ++i)
{
if ((statusMask & 1<<i) == 0)
{
continue;
}
//set up default button data
W_BUTINIT sButInit;
sButInit.formID = NETWORK_FORM_ID;
sButInit.id = NETWORK_BUT_ID + i;
sButInit.width = 36;
sButInit.height = 24;
//add button
sButInit.style = WBUT_PLAIN;
sButInit.x = 0;
sButInit.y = (24 + separation)*n;
sButInit.pDisplay = NetworkDisplayImage;
// Note we would set the image to be different based on which issue it is.
switch (i)
{
default:
ASSERT(false, "Bad connection status value.");
sButInit.pTip = "Bug";
sButInit.UserData = PACKDWORD_TRI(0, IMAGE_DESYNC_HI, IMAGE_PLAYER_LEFT_LO);
break;
case CONNECTIONSTATUS_PLAYER_LEAVING:
sButInit.pTip = _("Player left");
sButInit.UserData = PACKDWORD_TRI(i, IMAGE_PLAYER_LEFT_HI, IMAGE_PLAYER_LEFT_LO);
break;
case CONNECTIONSTATUS_PLAYER_DROPPED:
sButInit.pTip = _("Player dropped");
sButInit.UserData = PACKDWORD_TRI(i, IMAGE_DISCONNECT_LO, IMAGE_DISCONNECT_HI);
break;
case CONNECTIONSTATUS_WAITING_FOR_PLAYER:
sButInit.pTip = _("Waiting for other players");
sButInit.UserData = PACKDWORD_TRI(i, IMAGE_WAITING_HI, IMAGE_WAITING_LO);
break;
case CONNECTIONSTATUS_DESYNC:
sButInit.pTip = _("Out of sync");
sButInit.UserData = PACKDWORD_TRI(i, IMAGE_DESYNC_HI, IMAGE_DESYNC_LO);
break;
}
if (!widgAddButton(psWScreen, &sButInit))
{
//return false;
}
++n;
}
prevStatusMask = statusMask;
}
}
/// Render the 3D world
void draw3DScene( void )
{
bool bPlayerHasHQ = false;
// the world centre - used for decaying lighting etc
gridCentreX = player.p.x + world_coord(visibleTiles.x / 2);
gridCentreZ = player.p.z + world_coord(visibleTiles.y / 2);
/* 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;
}
pie_Begin3DScene();
/* Set 3D world origins */
pie_SetGeometricOffset(rendSurface.width / 2, geoOffset);
// draw terrain
displayTerrain();
pie_BeginInterface();
drawDroidSelections();
drawStructureSelections();
bPlayerHasHQ = getHQExists(selectedPlayer);
if (radarOnScreen && bPlayerHasHQ)
{
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(false);
if (getWidgetsStatus())
{
drawRadar();
}
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);
if (getWidgetsStatus())
{
displayConsoleMessages();
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);
pie_SetFogStatus(false);
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
/* Dont remove this folks!!!! */
if(!bAllowOtherKeyPresses)
{
displayMultiChat();
}
if (errorWaiting)
{
if (lastErrorTime + (60 * GAME_TICKS_PER_SEC) < gameTime2)
{
char trimMsg[255];
audio_PlayTrack(ID_SOUND_BUILD_FAIL);
ssprintf(trimMsg, "Error! (Check your logs!): %.78s", errorMessage);
addConsoleMessage(trimMsg, DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
errorWaiting = false;
}
}
if (showSAMPLES) //Displays the number of sound samples we currently have
{
unsigned int width, height;
const char *Qbuf, *Lbuf, *Abuf;
sasprintf((char**)&Qbuf,"Que: %04u",audio_GetSampleQueueCount());
sasprintf((char**)&Lbuf,"Lst: %04u",audio_GetSampleListCount());
sasprintf((char**)&Abuf,"Act: %04u",sound_GetActiveSamplesCount());
width = iV_GetTextWidth(Qbuf) + 11;
height = iV_GetTextHeight(Qbuf);
iV_DrawText(Qbuf, pie_GetVideoBufferWidth() - width, height + 2);
iV_DrawText(Lbuf, pie_GetVideoBufferWidth() - width, height + 48);
iV_DrawText(Abuf, pie_GetVideoBufferWidth() - width, height + 59);
}
if (showFPS)
{
unsigned int width, height;
const char* fps;
sasprintf((char**)&fps, "FPS: %u", frameGetAverageRate());
width = iV_GetTextWidth(fps) + 10;
height = iV_GetTextHeight(fps);
iV_DrawText(fps, pie_GetVideoBufferWidth() - width, pie_GetVideoBufferHeight() - height);
}
if (showORDERS)
{
unsigned int height;
height = iV_GetTextHeight(DROIDDOING);
iV_DrawText(DROIDDOING, 0, pie_GetVideoBufferHeight()- height);
}
setupConnectionStatusForm();
if (getWidgetsStatus() && !gamePaused())
{
#ifdef DEBUG
char buildInfo[255];
if (showLevelName)
{
iV_DrawText( getLevelName(), RET_X + 134, 420 + E_H );
}
getAsciiTime(buildInfo,gameTime);
iV_DrawText( buildInfo, RET_X + 134, 434 + E_H );
#endif
if (getDebugMappingStatus() && !demoGetStatus())
{
iV_DrawText( "DEBUG ", RET_X + 134, 448 + E_H );
}
}
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 */
calcAverageTerrainHeight(&player);
trackHeight(averageCentreTerrainHeight+CAMERA_PIVOT_HEIGHT);
}
else
{
processWarCam();
}
if(demoGetStatus())
{
flushConsoleMessages();
setConsolePermanence(true, true);
permitNewConsoleMessages(true);
addConsoleMessage("Warzone 2100 : Pumpkin Studios ", RIGHT_JUSTIFY,SYSTEM_MESSAGE);
permitNewConsoleMessages(false);
}
processDemoCam();
processSensorTarget();
processDestinationTarget();
structureEffects(); // add fancy effects to structures
showDroidSensorRanges(); //shows sensor data for units/droids/whatever...-Q 5-10-05
if (CauseCrash)
{
char *crash = 0;
#ifdef DEBUG
ASSERT(false, "Yes, this is a assert. This should not happen on release builds! Use --noassert to bypass in debug builds.");
debug(LOG_WARNING, " *** Warning! You have compiled in debug mode! ***");
#endif
debug(LOG_FATAL, "Forcing a segfault! (crash handler test)");
// and here comes the crash
*crash = 0x3;
exit(-1); // will never reach this, but just in case...
}
//visualize radius if needed
if (bRangeDisplay)
{
drawRangeAtPos(rangeCenterX,rangeCenterY,rangeRadius);
}
if (showPath)
{
showDroidPaths();
}
}
/// Draws the 3D textured terrain
static void displayTerrain(void)
{
/* We haven't yet located which tile mouse is over */
mouseLocated = false;
pie_PerspectiveBegin();
/* Now, draw the terrain */
drawTiles(&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 doWeDrawProximitys( void )
{
return(bDrawProximitys);
}
/***************************************************************************/
void setProximityDraw(bool val)
{
bDrawProximitys = val;
}
/***************************************************************************/
/// Calculate the average terrain height for the area directly below the player
static void calcAverageTerrainHeight(iView *player)
{
int numTilesAveraged = 0, i, j;
/* We track the height here - so make sure we get the average heights
of the tiles directly underneath us
*/
averageCentreTerrainHeight = 0;
for (i = visibleTiles.y / 2 - 4; i < visibleTiles.y / 2 + 4; i++)
{
for (j = visibleTiles.x / 2 - 4; j < visibleTiles.x / 2 + 4; j++)
{
if (tileOnMap(playerXTile + j, playerZTile + i))
{
/* Get a pointer to the tile at this location */
MAPTILE *psTile = mapTile(playerXTile + j, playerZTile + i);
averageCentreTerrainHeight += psTile->height;
numTilesAveraged++;
}
}
}
/* Work out the average height. We use this information to keep the player camera
* above the terrain. */
if (numTilesAveraged) // might not be if off map
{
MAPTILE *psTile = mapTile(playerXTile + visibleTiles.x / 2, playerZTile + visibleTiles.y / 2);
averageCentreTerrainHeight /= numTilesAveraged;
if (averageCentreTerrainHeight < psTile->height)
{
averageCentreTerrainHeight = psTile->height;
}
}
else
{
averageCentreTerrainHeight = ELEVATION_SCALE * TILE_UNITS;
}
}
/// Draw the terrain and all droids, missiles and other objects on it
static void drawTiles(iView *player)
{
UDWORD i, j;
SDWORD rx, rz;
Vector3f theSun;
/* ---------------------------------------------------------------- */
/* Do boundary and extent checking */
/* ---------------------------------------------------------------- */
/* Get the mid point of the grid */
terrainMidX = visibleTiles.x/2;
terrainMidY = visibleTiles.y/2;
/* Find our position in tile coordinates */
playerXTile = map_coord(player->p.x);
playerZTile = map_coord(player->p.z);
/* 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() / 100.f);
/* Set the camera position */
pie_MATTRANS(0, 0, distance);
/* 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);
// this also detemines the length of the shadows
theSun = getTheSun();
pie_BeginLighting(&theSun, getDrawShadows());
// update the fog of war... FIXME: Remove this
for (i = 0; i < visibleTiles.y+1; i++)
{
/* Go through the x's */
for (j = 0; j < visibleTiles.x+1; j++)
{
Vector2i screen(0, 0);
Position pos;
pos.x = world_coord(j - terrainMidX);
pos.z = world_coord(terrainMidY - i);
pos.y = 0;
if (tileOnMap(playerXTile + j, playerZTile + i))
{
MAPTILE *psTile = mapTile(playerXTile + j, playerZTile + i);
pos.y = map_TileHeight(playerXTile + j, playerZTile + i);
setTileColour(playerXTile + j, playerZTile + i, pal_SetBrightness(psTile->level));
}
tileScreenInfo[i][j].z = pie_RotateProject(&pos, &screen);
tileScreenInfo[i][j].x = screen.x;
tileScreenInfo[i][j].y = screen.y;
}
}
/* This is done here as effects can light the terrain - pause mode problems though */
processEffects();
atmosUpdateSystem();
avUpdateTiles();
// now we are about to draw the terrain
pie_SetAlphaTest(false);
pie_SetFogStatus(true);
glPushMatrix();
// also, make sure we can use world coordinates directly
glTranslatef(world_coord(-playerXTile-terrainMidX), 0.0f, world_coord(playerZTile+terrainMidY));
// and draw it
drawTerrain();
// and to the warzone modelview transform
glPopMatrix();
// draw skybox
renderSurroundings();
// and prepare for rendering the models
pie_SetRendMode(REND_OPAQUE);
pie_SetAlphaTest(true);
/* ---------------------------------------------------------------- */
/* 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();
// prepare for the water and the lightmap
pie_SetAlphaTest(false);
pie_SetFogStatus(true);
glPushMatrix();
// also, make sure we can use world coordinates directly
glTranslatef(world_coord(-playerXTile-terrainMidX), 0.0f, world_coord(playerZTile+terrainMidY));
drawWater();
// and to the warzone modelview transform
glPopMatrix();
bucketRenderCurrentList();
displayBlueprints();
pie_RemainingPasses(); // draws shadows and transparent shapes
pie_EndLighting();
if(!gamePaused())
{
doConstructionLines();
}
/* Clear the matrix stack */
pie_MatEnd();
locateMouse();
}
/// Initialise the fog, skybox and some other stuff
bool init3DView(void)
{
/* Arbitrary choice - from direct read! */
Vector3f theSun(225.0f, -600.0f, 450.0f);
setTheSun(theSun);
// the world centre - used for decaying lighting etc
gridCentreX = player.p.x + world_coord(visibleTiles.x / 2);
gridCentreZ = player.p.z + world_coord(visibleTiles.y / 2);
/* There are no drag boxes */
dragBox3D.status = DRAG_INACTIVE;
/* Make sure and change these to comply with map.c */
imdRot.x = -35;
/* Get all the init stuff out of here? */
initWarCam();
/* Init the game messaging system */
initConsoleMessages();
atmosInitSystem();
// Set the initial fog distance
UpdateFogDistance(distance);
initDemoCamera();
/* No initial rotations */
imdRot2.x = 0;
imdRot.y = 0;
imdRot2.z = 0;
bRender3DOnly = false;
pie_InitSkybox(iV_GetTexture(skyboxPageName));
// distance is not saved, so initialise it now
distance = START_DISTANCE; // distance
disp3d_resetView(); // clear player view variables
if (!initTerrain())
{
return false;
}
return true;
}
/// set the view position from save game
void disp3d_setView(iView *newView)
{
memcpy(&player,newView,sizeof(iView));
}
/// reset the camera rotation (used for save games <= 10)
void disp3d_resetView()
{
player.r.z = 0; // roll
player.r.y = INITIAL_DESIRED_ROTATION; // rotation
player.r.x = DEG(360 + INITIAL_STARTING_PITCH); // angle
// and set the camera position
player.p.y = START_HEIGHT; // height
}
/// get the view position for save game
void disp3d_getView(iView *newView)
{
memcpy(newView,&player,sizeof(iView));
}
/// Are the current tile coordinates visible on screen?
bool clipXY(SDWORD x, SDWORD y)
{
if (x > (SDWORD)player.p.x && x < (SDWORD)(player.p.x+(visibleTiles.x * TILE_UNITS)) &&
y > (SDWORD)player.p.z && y < (SDWORD)(player.p.z+(visibleTiles.y*TILE_UNITS)))
return(true);
else
return(false);
}
/** Get the screen coordinates for the current transform matrix.
* This function is used to determine the area the user can click for the
* intelligence screen buttons. The radius parameter is always set to the same value.
*/
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;
}
/// Decide whether to render a projectile, and make sure it will be drawn
static void display3DProjectiles( void )
{
PROJECTILE *psObj;
psObj = proj_GetFirst();
while ( psObj != NULL )
{
switch(psObj->state)
{
case PROJ_IMPACT:
if (graphicsTime > psObj->time)
{
break; // Projectile has impacted.
}
// Projectile not quite impacted, so don't break.
case PROJ_INFLIGHTDIRECT:
case PROJ_INFLIGHTINDIRECT:
// if source or destination is visible
if(gfxVisible(psObj))
{
// Only display once projectile is supposed to have been spawned.
if (graphicsTime >= psObj->prevSpacetime.time)
{
/* Draw a bullet at psObj->pos.x for X coord
psObj->pos.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, psObj);
}
else
{
renderProjectile(psObj);
}
}
}
break;
case PROJ_POSTIMPACT:
break;
default:
break;
} /* end switch */
psObj = proj_GetNext();
}
} /* end of function display3DProjectiles */
/// Draw a projectile to the screen
void renderProjectile(PROJECTILE *psCurr)
{
WEAPON_STATS *psStats;
Vector3i dv;
iIMDShape *pIMD;
SDWORD rx, rz;
Spacetime st;
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))
{
/* We don't do projectiles from these guys, cos there's an effect instead */
return;
}
st = interpolateObjectSpacetime(psCurr, graphicsTime);
//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(st.pos.x, st.pos.y))
{
/* Get bullet's x coord */
dv.x = (st.pos.x - player.p.x) - terrainMidX*TILE_UNITS;
/* Get it's y coord (z coord in the 3d world */
dv.z = terrainMidY*TILE_UNITS - (st.pos.y - player.p.z);
/* What's the present height of the bullet? */
dv.y = st.pos.z;
/* Set up the matrix */
pie_MatBegin();
/* Translate to the correct position */
pie_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 */
pie_TRANSLATE(rx,0,-rz);
/* Rotate it to the direction it's facing */
imdRot2.y = st.rot.direction;
pie_MatRotY(-imdRot2.y);
/* pitch it */
imdRot2.x = st.rot.pitch;
pie_MatRotX(imdRot2.x);
if (psStats->weaponSubClass == WSC_ROCKET || psStats->weaponSubClass == WSC_MISSILE
|| psStats->weaponSubClass == WSC_SLOWROCKET || psStats->weaponSubClass == WSC_SLOWMISSILE)
{
pie_Draw3DShape(pIMD, 0, 0, WZCOL_WHITE, pie_ADDITIVE, 164);
}
else
{
pie_Draw3DShape(pIMD, 0, 0, WZCOL_WHITE, 0, 0);
}
pie_MatEnd();
}
/* Flush matrices */
}
/// Draw an animated component
void renderAnimComponent( const COMPONENT_OBJECT *psObj )
{
BASE_OBJECT *psParentObj = (BASE_OBJECT*)psObj->psParent;
Spacetime spacetime = interpolateObjectSpacetime(psParentObj, graphicsTime);
const SDWORD posX = spacetime.pos.x + psObj->position.x,
posY = spacetime.pos.y + psObj->position.y;
int rx, rz;
ASSERT( psParentObj != NULL, "renderAnimComponent: invalid parent object pointer" );
/* only draw visible bits */
if( (psParentObj->type == OBJ_DROID) && !demoGetStatus() &&
((DROID*)psParentObj)->visible[selectedPlayer] != UBYTE_MAX )
{
return;
}
/* render */
if( clipXY( posX, posY ) )
{
/* get parent object translation */
const Vector3i dv(
(spacetime.pos.x - player.p.x) - terrainMidX * TILE_UNITS,
spacetime.pos.z,
terrainMidY * TILE_UNITS - (spacetime.pos.y - player.p.z)
);
SDWORD iPlayer;
PIELIGHT brightness;
psParentObj->sDisplay.frameNumber = currentGameFrame;
/* Push the indentity matrix */
pie_MatBegin();
/* parent object translation */
pie_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 */
pie_TRANSLATE(rx, 0, -rz);
/* parent object rotations */
imdRot2.y = spacetime.rot.direction;
pie_MatRotY(-imdRot2.y);
imdRot2.x = spacetime.rot.pitch;
pie_MatRotX(imdRot2.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(.75f);
}
else
{
iPlayer = getPlayerColour(psParentObj->player);
}
/* Get the onscreen coordinates so we can draw a bounding box */
calcScreenCoords( 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 = structureBrightness(psStructure);
pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
}
else
{
brightness = pal_SetBrightness(UBYTE_MAX);
if(getRevealStatus())
{
brightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psParentObj, brightness.byte.r));
}
}
// Do translation and rotation after setting sDisplay.screen[XY], so that the health bars for animated objects (such as oil derricks and cyborgs) will show on the stationary part.
// object (animation) translations - ivis z and y flipped
pie_TRANSLATE(psObj->position.x, psObj->position.z, psObj->position.y);
// object (animation) rotations
pie_MatRotY(-psObj->orientation.z);
pie_MatRotZ(-psObj->orientation.y);
pie_MatRotX(-psObj->orientation.x);
pie_Draw3DShape(psObj->psShape, 0, iPlayer, brightness, pie_STATIC_SHADOW, 0);
/* clear stack */
pie_MatEnd();
}
}
/// 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->pos.x,psStructure->pos.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] )
{
//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(psStructure, ID_SOUND_OIL_PUMP_2);
}
}
else
{
/* hold anim on first frame */
displayAnimation( psAnimObj, true );
audio_StopObjTrack(psStructure, ID_SOUND_OIL_PUMP_2);
}
}
}
}
}
}
pie_SetDepthOffset(0.0f);
}
static void drawWallDrag(STRUCTURE_STATS *psStats, int left, int right, int up, int down, uint16_t direction, STRUCT_STATES state)
{
int i, j;
STRUCTURE *blueprint;
unsigned width, height;
if (left != right && up != down)
{
// not a line, so don't draw
return;
}
if (((direction + 0x2000) & 0x4000) == 0)
{
width = sBuildDetails.width;
height = sBuildDetails.height;
}
else
{
// Rotated 90°, swap width and height
width = sBuildDetails.height;
height = sBuildDetails.width;
}
blueprint = buildBlueprint(psStats,
world_coord(left)+world_coord(width)/2,
world_coord(up)+world_coord(height)/2,
direction,
state);
ASSERT_OR_RETURN(, blueprint != NULL, "No blueprint created");
if ((psStats->type == REF_WALL || psStats->type == REF_GATE) && left == right && up != down)
{
blueprint->rot.direction = DEG(90); // rotate so walls will look like walls
}
for(i = left; i < right + 1; i++)
{
for(j = up; j < down + 1; j++)
{
if (TileHasStructure(mapTile(i,j)))
{
continue; // construction has started
}
blueprint->pos.x = world_coord(i)+world_coord(1)/2;
blueprint->pos.y = world_coord(j)+world_coord(1)/2;
blueprint->pos.z = map_Height(blueprint->pos.x, blueprint->pos.y) + world_coord(1)/10;
renderStructure(blueprint);
copyOrIgnoreBlueprint(blueprint);
}
}
delete blueprint;
}
static void renderBuildOrder(int32_t order, BASE_STATS *stats, int32_t x, int32_t y, int32_t x2, int32_t y2, uint16_t dir, STRUCT_STATES state)
{
//draw the current build site if its a line of structures
if (order == DORDER_LINEBUILD && stats != NULL)
{
int left, right, up, down;
// a wall (or something like that)
left = MIN(map_coord(x), map_coord(x2));
right = MAX(map_coord(x), map_coord(x2));
up = MIN(map_coord(y), map_coord(y2));
down = MAX(map_coord(y), map_coord(y2));
drawWallDrag((STRUCTURE_STATS *)stats, left, right, up, down, dir, state);
}
if (order == DORDER_BUILD && stats != NULL)
{
if (!TileHasStructure(mapTile(map_coord(x), map_coord(y))))
{
STRUCTURE *blueprint = buildBlueprint((STRUCTURE_STATS *)stats, x, y, dir, state);
renderStructure(blueprint);
saveOrDeleteBlueprint(blueprint);
}
}
}
void displayBlueprints(void)
{
STRUCTURE *blueprint;
DROID *psDroid;
int order;
STRUCT_STATES state;
if ( (buildState == BUILD3D_VALID || buildState == BUILD3D_POS) &&
sBuildDetails.x > 0 && sBuildDetails.x < mapWidth &&
sBuildDetails.y > 0 && sBuildDetails.y < mapHeight)
{
if (buildState == BUILD3D_VALID)
{
state = SS_BLUEPRINT_VALID;
}
else
{
state = SS_BLUEPRINT_INVALID;
}
// we are placing a building or a delivery point
if (sBuildDetails.psStats->ref >= REF_STRUCTURE_START
&& sBuildDetails.psStats->ref < (REF_STRUCTURE_START + REF_RANGE))
{
// it's a building
if (wallDrag.status == DRAG_PLACING || wallDrag.status == DRAG_DRAGGING)
{
int left, right, up, down;
// a wall (or something like that)
left = MIN(wallDrag.x1, wallDrag.x2);
right = MAX(wallDrag.x1, wallDrag.x2);
up = MIN(wallDrag.y1, wallDrag.y2);
down = MAX(wallDrag.y1, wallDrag.y2);
drawWallDrag((STRUCTURE_STATS *)sBuildDetails.psStats, left, right, up, down, player.r.y, state);
}
else
{
unsigned width, height;
if (((player.r.y + 0x2000) & 0x4000) == 0)
{
width = sBuildDetails.width;
height = sBuildDetails.height;
}
else
{
// Rotated 90°, swap width and height
width = sBuildDetails.height;
height = sBuildDetails.width;
}
// a single building
blueprint = buildBlueprint((STRUCTURE_STATS *)sBuildDetails.psStats,
world_coord(sBuildDetails.x)+world_coord(width)/2,
world_coord(sBuildDetails.y)+world_coord(height)/2,
player.r.y,
state);
renderStructure(blueprint);
delete blueprint; // Not SS_BLUEPRINT_PLANNED, no point saving.
}
}
else
{
if (deliveryPointToMove)
{
// it's a droid (from the debug menu) or a delivery point
FLAG_POSITION pos = *deliveryPointToMove;
pos.coords.x = world_coord(sBuildDetails.x)+world_coord(1)/2;
pos.coords.y = world_coord(sBuildDetails.y)+world_coord(1)/2;
pos.coords.z = map_Height(pos.coords.x, pos.coords.y) + world_coord(1)/8;
renderDeliveryPoint(&pos, true);
}
else
{
// it's a droid (from the debug menu)
// no delivery point is known, so show a fake one
FLAG_POSITION pos;
pos.coords.x = world_coord(sBuildDetails.x)+world_coord(1)/2;
pos.coords.y = world_coord(sBuildDetails.y)+world_coord(1)/2;
pos.coords.z = map_Height(pos.coords.x, pos.coords.y) + world_coord(1)/8;
pos.factoryType = FACTORY_FLAG;
pos.factoryInc = 0;
renderDeliveryPoint(&pos, true);
}
}
}
// now we draw the blueprints for all ordered buildings
clearBlueprints(); // Delete old blueprints and draw new ones.
for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT)
{
renderBuildOrder(psDroid->order, psDroid->psTarStats, psDroid->orderX, psDroid->orderY, psDroid->orderX2, psDroid->orderY2, psDroid->orderDirection, SS_BLUEPRINT_PLANNED);
//now look thru' the list of orders to see if more building sites
for (order = psDroid->listPendingBegin; order < (int)psDroid->asOrderList.size(); order++)
{
OrderListEntry const *o = &psDroid->asOrderList[order];
renderBuildOrder(o->order, (BASE_STATS *)o->psOrderTarget, o->x, o->y, o->x2, o->y2, o->direction, SS_BLUEPRINT_PLANNED);
}
}
}
}
/// 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, false);
}
}
}
/// 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->pos.x,psFeature->pos.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)->pos.x;
y = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.y;
}
/* Is the Message worth rendering? */
if(clipXY(x,y))
{
renderProximityMsg(psProxDisp);
}
}
}
}
/// Display an animation
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, graphicsTime, 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;
bucketAddTypeToList( RENDER_ANIMATION, 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->pos.x,psDroid->pos.y))
{
/* No point in adding it if you can't see it? */
if(psDroid->visible[selectedPlayer] || demoGetStatus())
{
psDroid->sDisplay.frameNumber = currentGameFrame;
// NOTE! : anything that has multiple (anim) frames *must* use the bucket to render
// In this case, AFAICT only DROID_CYBORG_SUPER had the issue. (Same issue as oil pump anim)
if (psDroid->droidType != DROID_CYBORG_SUPER)
{
renderDroid(psDroid);
}
else
{
bucketAddTypeToList(RENDER_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-(visibleTiles.x/2);
midY = y-(visibleTiles.y/2);
player.p.x = midX*TILE_UNITS;
player.p.z = midY*TILE_UNITS;
player.r.z = 0;
if(getWarCamStatus())
{
camToggleStatus();
}
scroll();
}
/// Get the player position
Vector2i getPlayerPos()
{
return removeZ(swapYZ(player.p)) + visibleTiles/2*TILE_UNITS;
}
/// Set the player position
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 = map_coord(x) - visibleTiles.x / 2;
midY = map_coord(y) - visibleTiles.y / 2;
player.p.x = midX*TILE_UNITS;
player.p.z = midY*TILE_UNITS;
player.r.z = 0;
}
/// Set the angle at which the player views the world
void setViewAngle(SDWORD angle)
{
player.r.x = DEG(360 + angle);
}
/// Get the distance at which the player views the world
UDWORD getViewDistance(void)
{
return distance;
}
/// Set the distance at which the player views the world
void setViewDistance(UDWORD dist)
{
distance = dist;
}
/// Draw a feature (tree/rock/etc.)
void renderFeature(FEATURE *psFeature)
{
SDWORD rotation, rx, rz;
PIELIGHT brightness;
Vector3i dv;
bool bForceDraw = ( !getRevealStatus() && psFeature->psStats->visibleAtStart);
int shadowFlags = 0;
if (!psFeature->visible[selectedPlayer] && !demoGetStatus() && !bForceDraw)
{
return;
}
/* Mark it as having been drawn */
psFeature->sDisplay.frameNumber = currentGameFrame;
/* Daft hack to get around the oild derrick issue */
if (!TileHasFeature(mapTile(map_coord(removeZ(psFeature->pos)))))
{
return;
}
dv = Vector3i(
(psFeature->pos.x - player.p.x) - terrainMidX*TILE_UNITS,
psFeature->pos.z, // features sits at the height of the tile it's centre is on
terrainMidY*TILE_UNITS - (psFeature->pos.y - player.p.z)
);
/* Push the indentity matrix */
pie_MatBegin();
/* 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 */
pie_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 */
pie_TRANSLATE(rx,0,-rz);
rotation = psFeature->rot.direction;
pie_MatRotY(-rotation);
brightness = pal_SetBrightness(200); //? HUH?
if (psFeature->psStats->subType == FEAT_SKYSCRAPER)
{
objectShimmy((BASE_OBJECT*)psFeature);
}
if (demoGetStatus() || bForceDraw)
{
brightness = pal_SetBrightness(200);
}
else if (getRevealStatus())
{
brightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psFeature, brightness.byte.r));
}
if (!hasSensorOnTile(mapTile(map_coord(psFeature->pos.x), map_coord(psFeature->pos.y)), selectedPlayer))
{
brightness.byte.r /= 2;
brightness.byte.g /= 2;
brightness.byte.b /= 2;
}
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;
}
pie_Draw3DShape(psFeature->sDisplay.imd, 0, 0, brightness, 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;
pie_MatEnd();
}
///
void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
{
UDWORD msgX = 0, msgY = 0;
Vector3i dv(0, 0, 0);
VIEW_PROXIMITY *pViewProximity = NULL;
SDWORD x, y, r, rx, rz;
iIMDShape *proxImd = NULL;
//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_BEACON)
{
if(TileIsOccupied(mapTile(msgX / TILE_UNITS,msgY / TILE_UNITS)))
dv.y = pViewProximity->z + 150;
}
}
}
else if (psProxDisp->type == POS_PROXOBJ)
{
msgX = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.x;
msgY = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.y;
/* message sits at the height specified at input*/
dv.y = ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.z + 64;
}
else
{
ASSERT(!"unknown proximity display message type", "Buggered proximity message type");
}
dv.x = (msgX - player.p.x) - terrainMidX*TILE_UNITS;
dv.z = terrainMidY*TILE_UNITS - (msgY - player.p.z);
/* Push the indentity matrix */
pie_MatBegin();
/* Translate the message */
pie_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 */
pie_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, "Invalid object type for proximity display");
if (((FEATURE *)psProxDisp->psMessage->pViewData)->psStats->subType == FEAT_OIL_RESOURCE)
{
//resource
proxImd = getImdFromIndex(MI_BLIP_RESOURCE);
}
else
{
//artefact
proxImd = getImdFromIndex(MI_BLIP_ARTEFACT);
}
}
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_Draw3DShape(proxImd, getModularScaledGraphicsTime(1000, 4), 0, WZCOL_WHITE, 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;
pie_MatEnd();
}
static PIELIGHT getBlueprintColour(STRUCT_STATES state)
{
switch (state)
{
case SS_BLUEPRINT_VALID:
return WZCOL_BLUEPRINT_VALID;
case SS_BLUEPRINT_INVALID:
return WZCOL_BLUEPRINT_INVALID;
case SS_BLUEPRINT_PLANNED:
return WZCOL_BLUEPRINT_PLANNED;
default:
debug(LOG_ERROR, "this is not a blueprint");
return WZCOL_WHITE;
}
}
/// Draw the structures
void renderStructure(STRUCTURE *psStructure)
{
int i, structX, structY, rx, rz, colour, rotation, frame, animFrame, pieFlag, pieFlagData;
PIELIGHT buildingBrightness;
Vector3i dv;
bool bHitByElectronic = false;
bool defensive = false;
iIMDShape *strImd = psStructure->sDisplay.imd;
if (psStructure->pStructureType->type == REF_WALL || psStructure->pStructureType->type == REF_WALLCORNER
|| psStructure->pStructureType->type == REF_GATE)
{
renderWallSection(psStructure);
return;
}
else if (!psStructure->visible[selectedPlayer] && !demoGetStatus())
{
return;
}
else if (psStructure->pStructureType->type == REF_DEFENSE)
{
defensive = true;
}
colour = getPlayerColour(psStructure->player);
animFrame = 0;
/* Power stations and factories have pulsing lights. Hack for fortresses, since they need team colour. */
if (!defensive && psStructure->sDisplay.imd->numFrames > 0 && !(bMultiPlayer && psStructure->pStructureType->type == REF_BLASTDOOR))
{
// Calculate an animation frame
animFrame = getModularScaledGraphicsTime(STRUCTURE_ANIM_RATE*GAME_TICKS_PER_SEC, STRUCTURE_ANIM_RATE);
}
// -------------------------------------------------------------------------------
/* 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->pos.x;
structY = psStructure->pos.y;
dv.x = (structX - player.p.x) - terrainMidX * TILE_UNITS;
dv.z = terrainMidY * TILE_UNITS - (structY - player.p.z);
if (defensive || structureIsBlueprint(psStructure))
{
dv.y = psStructure->pos.z;
} else {
dv.y = map_TileHeight(map_coord(structX), map_coord(structY));
}
/* Push the indentity matrix */
pie_MatBegin();
/* 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 */
pie_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 */
pie_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 = psStructure->rot.direction;
pie_MatRotY(-rotation);
if (!defensive
&& gameTime2-psStructure->timeLastHit < ELEC_DAMAGE_DURATION
&& psStructure->lastHitWeapon == WSC_ELECTRONIC )
{
bHitByElectronic = true;
}
buildingBrightness = structureBrightness(psStructure);
if (!defensive)
{
/* Draw the building's base first */
if (psStructure->pStructureType->pBaseIMD != NULL)
{
if (structureIsBlueprint(psStructure))
{
pieFlag = pie_TRANSLUCENT;
pieFlagData = BLUEPRINT_OPACITY;
}
else
{
pieFlag = pie_TRANSLUCENT | pie_FORCE_FOG;
pieFlagData = 255;
}
pie_Draw3DShape(psStructure->pStructureType->pBaseIMD, 0, colour, buildingBrightness, pieFlag, pieFlagData);
}
// override
if(bHitByElectronic)
{
buildingBrightness = pal_SetBrightness(150);
}
}
if (bHitByElectronic)
{
objectShimmy((BASE_OBJECT *)psStructure);
}
//first check if partially built - ANOTHER HACK!
if (psStructure->status == SS_BEING_BUILT || psStructure->status == SS_BEING_DEMOLISHED)
{
pie_Draw3DShape(strImd, 0, colour, buildingBrightness, pie_HEIGHT_SCALED | pie_SHADOW, structHeightScale(psStructure) * pie_RAISE_SCALE);
}
else
{
if (structureIsBlueprint(psStructure))
{
pieFlag = pie_TRANSLUCENT;
pieFlagData = BLUEPRINT_OPACITY;
}
else
{
pieFlag = pie_STATIC_SHADOW;
pieFlagData = 0;
}
if (defensive && !structureIsBlueprint(psStructure) && !(strImd->flags & iV_IMD_NOSTRETCH))
{
pie_SetShaderStretchDepth(psStructure->pos.z - psStructure->foundationDepth);
}
pie_Draw3DShape(strImd, animFrame, colour, buildingBrightness, pieFlag, pieFlagData);
pie_SetShaderStretchDepth(0);
// It might have weapons on it
if (psStructure->sDisplay.imd->nconnectors > 0)
{
iIMDShape *mountImd[STRUCT_MAXWEAPS];
iIMDShape *weaponImd[STRUCT_MAXWEAPS];
iIMDShape *flashImd[STRUCT_MAXWEAPS];
for (i = 0; i < STRUCT_MAXWEAPS; i++)
{
weaponImd[i] = NULL;//weapon is gun ecm or sensor
mountImd[i] = NULL;
flashImd[i] = NULL;
}
//get an imd to draw on the connector priority is weapon, ECM, sensor
//check for weapon
for (i = 0; i < MAX(1, psStructure->numWeaps); i++)
{
if (psStructure->asWeaps[i].nStat > 0)
{
const int nWeaponStat = psStructure->asWeaps[i].nStat;
weaponImd[i] = asWeaponStats[nWeaponStat].pIMD;
mountImd[i] = asWeaponStats[nWeaponStat].pMountGraphic;
flashImd[i] = asWeaponStats[nWeaponStat].pMuzzleGraphic;
}
}
// check for ECM
if (weaponImd[0] == NULL && psStructure->pStructureType->pECM != NULL)
{
weaponImd[0] = psStructure->pStructureType->pECM->pIMD;
mountImd[0] = psStructure->pStructureType->pECM->pMountGraphic;
flashImd[0] = NULL;
}
// check for sensor (or repair center)
if (weaponImd[0] == NULL && 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;
}
// flags for drawing weapons
if (structureIsBlueprint(psStructure))
{
pieFlag = pie_TRANSLUCENT;
pieFlagData = BLUEPRINT_OPACITY;
}
else
{
pieFlag = pie_SHADOW;
pieFlagData = 0;
}
// draw Weapon / ECM / Sensor for structure
for (i = 0; i < psStructure->numWeaps || i == 0; i++)
{
Rotation rot = structureGetInterpolatedWeaponRotation(psStructure, i, graphicsTime);
if (weaponImd[i] != NULL)
{
pie_MatBegin();
pie_TRANSLATE(strImd->connectors[i].x, strImd->connectors[i].z, strImd->connectors[i].y);
pie_MatRotY(-rot.direction);
if (mountImd[i] != NULL)
{
pie_TRANSLATE(0, 0, psStructure->asWeaps[i].recoilValue / 3);
pie_Draw3DShape(mountImd[i], animFrame, colour, buildingBrightness, pieFlag, pieFlagData);
if(mountImd[i]->nconnectors)
{
pie_TRANSLATE(mountImd[i]->connectors->x, mountImd[i]->connectors->z, mountImd[i]->connectors->y);
}
}
pie_MatRotX(rot.pitch);
pie_TRANSLATE(0, 0, psStructure->asWeaps[i].recoilValue);
pie_Draw3DShape(weaponImd[i], 0, colour, buildingBrightness, pieFlag, pieFlagData);
if (psStructure->status == SS_BUILT && psStructure->visible[selectedPlayer] > (UBYTE_MAX / 2))
{
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 *psDroid = (DROID *)psRepairFac->psObj;
SDWORD xdiff, ydiff;
xdiff = (SDWORD)psDroid->pos.x - (SDWORD)psStructure->pos.x;
ydiff = (SDWORD)psDroid->pos.y - (SDWORD)psStructure->pos.y;
if (xdiff * xdiff + ydiff * ydiff <= (TILE_UNITS*5/2)*(TILE_UNITS*5/2))
{
iIMDShape *pRepImd;
pie_TRANSLATE(weaponImd[i]->connectors->x,weaponImd[i]->connectors->z-12,weaponImd[i]->connectors->y);
pRepImd = getImdFromIndex(MI_FLAME);
pie_MatRotY(rot.direction);
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_Draw3DShape(pRepImd, getModularScaledGraphicsTime(100, pRepImd->numFrames), colour, buildingBrightness, pie_ADDITIVE, 192);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
pie_MatRotY(rot.direction);
}
}
}
// we have a weapon so we draw a muzzle flash
if( weaponImd[i]->nconnectors && flashImd[i] && psStructure->pStructureType->type != REF_REPAIR_FACILITY)
{
unsigned int connector_num = 0;
// which barrel is firing if model have multiple muzzle connectors?
if (psStructure->asWeaps[i].shotsFired && (weaponImd[i]->nconnectors > 1))
{
// shoot first, draw later - substract one shot to get correct results
connector_num = (psStructure->asWeaps[i].shotsFired - 1) % (weaponImd[i]->nconnectors);
}
/* Now we need to move to the end of the firing barrel */
pie_TRANSLATE(weaponImd[i]->connectors[connector_num].x,
weaponImd[i]->connectors[connector_num].z,
weaponImd[i]->connectors[connector_num].y);
// assume no clan colours for muzzle effects
if (flashImd[i]->numFrames == 0 || flashImd[i]->animInterval <= 0)
{
// no anim so display one frame for a fixed time
if (graphicsTime < (psStructure->asWeaps[i].lastFired + BASE_MUZZLE_FLASH_DURATION))
{
pie_Draw3DShape(flashImd[i], 0, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
}
}
else
{
// animated muzzle
frame = (graphicsTime - psStructure->asWeaps[i].lastFired)/flashImd[i]->animInterval;
if (frame < flashImd[i]->numFrames && frame >= 0)
{
pie_Draw3DShape(flashImd[i], frame, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
}
}
}
}
pie_MatEnd();
}
// no IMD, its a baba machine gun, bunker, etc.
else if (psStructure->asWeaps[i].nStat > 0)
{
if (psStructure->status == SS_BUILT)
{
const int nWeaponStat = psStructure->asWeaps[i].nStat;
// get an imd to draw on the connector priority is weapon, ECM, sensor
// check for weapon
flashImd[i] = asWeaponStats[nWeaponStat].pMuzzleGraphic;
// draw Weapon/ECM/Sensor for structure
if (flashImd[i] != NULL)
{
pie_MatBegin();
// horrendous hack
if (strImd->max.y > 80) // babatower
{
pie_TRANSLATE(0, 80, 0);
pie_MatRotY(-rot.direction);
pie_TRANSLATE(0, 0, -20);
}
else//baba bunker
{
pie_TRANSLATE(0, 10, 0);
pie_MatRotY(-rot.direction);
pie_TRANSLATE(0, 0, -40);
}
pie_MatRotX(rot.pitch);
// draw the muzzle flash?
if (psStructure && psStructure->visible[selectedPlayer] > UBYTE_MAX / 2)
{
// animate for the duration of the flash only
// assume no clan colours for muzzle effects
if (flashImd[i]->numFrames == 0 || flashImd[i]->animInterval <= 0)
{
// no anim so display one frame for a fixed time
if (graphicsTime < psStructure->asWeaps[i].lastFired + BASE_MUZZLE_FLASH_DURATION)
{
pie_Draw3DShape(flashImd[i], 0, colour, buildingBrightness, 0, 0); //muzzle flash
}
}
else
{
frame = (graphicsTime - psStructure->asWeaps[i].lastFired) / flashImd[i]->animInterval;
if (frame < flashImd[i]->numFrames && frame >= 0)
{
pie_Draw3DShape(flashImd[i], 0, colour, buildingBrightness, 0, 0); //muzzle flash
}
}
}
pie_MatEnd();
}
}
}
// if there is an unused connector, but not the first connector, add a light to it
else if (psStructure->sDisplay.imd->nconnectors > 1)
{
for (i = 0; i < psStructure->sDisplay.imd->nconnectors; i++)
{
iIMDShape *lImd;
pie_MatBegin();
pie_TRANSLATE(psStructure->sDisplay.imd->connectors->x, psStructure->sDisplay.imd->connectors->z,
psStructure->sDisplay.imd->connectors->y);
lImd = getImdFromIndex(MI_LANDING);
pie_Draw3DShape(lImd, getModularScaledGraphicsTime(1024, lImd->numFrames), colour, buildingBrightness, 0, 0);
pie_MatEnd();
}
}
}
}
}
{
Vector3i zero(0, 0, 0);
Vector2i s(0, 0);
pie_RotateProject(&zero, &s);
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
}
pie_MatEnd();
}
/// draw the delivery points
void renderDeliveryPoint(FLAG_POSITION *psPosition, bool blueprint)
{
Vector3i dv;
SDWORD x, y, r, rx, rz;
Vector3f *temp = NULL;
int pieFlag, pieFlagData;
PIELIGHT colour;
//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 */
pie_MatBegin();
pie_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 */
pie_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 && !blueprint)
{
temp = pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc]->points;
flattenImd(pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc],
psPosition->coords.x, psPosition->coords.y,0);
}
pie_MatScale(.5f); // they are all big now so make this one smaller too
pieFlag = pie_TRANSLUCENT;
pieFlagData = BLUEPRINT_OPACITY;
if (blueprint)
{
colour = (buildState == BUILD3D_VALID) ? WZCOL_BLUEPRINT_VALID : WZCOL_BLUEPRINT_INVALID;
}
else
{
pieFlag |= pie_FORCE_FOG;
colour = WZCOL_WHITE;
}
pie_Draw3DShape(pAssemblyPointIMDs[psPosition->factoryType][psPosition->factoryInc], 0, 0, colour, pieFlag, pieFlagData);
if(!psPosition->selected && !blueprint)
{
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;
pie_MatEnd();
}
/// Draw a piece of wall
static bool renderWallSection(STRUCTURE *psStructure)
{
SDWORD structX, structY, rx, rz, height;
PIELIGHT brightness;
iIMDShape *imd;
SDWORD rotation;
Vector3i dv;
UDWORD i;
Vector3f *temp;
int pieFlag, pieFlagData;
if(psStructure->visible[selectedPlayer] || demoGetStatus())
{
height = psStructure->sDisplay.imd->max.y;
psStructure->sDisplay.frameNumber = currentGameFrame;
/* Get it's x and y coordinates so we don't have to deref. struct later */
structX = psStructure->pos.x;
structY = psStructure->pos.y;
brightness = structureBrightness(psStructure);
/*
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);
if (psStructure->pStructureType->type == REF_GATE && psStructure->state == SAS_OPEN)
{
dv.y -= height;
}
else if (psStructure->pStructureType->type == REF_GATE && psStructure->state == SAS_OPENING)
{
dv.y -= (height * std::max<int>(graphicsTime + GAME_TICKS_PER_UPDATE - psStructure->lastStateTime, 0)) / SAS_OPEN_SPEED;
}
else if (psStructure->pStructureType->type == REF_GATE && psStructure->state == SAS_CLOSING)
{
dv.y -= height - (height * std::max<int>(graphicsTime - psStructure->lastStateTime, 0)) / SAS_OPEN_SPEED;
}
/* Push the indentity matrix */
pie_MatBegin();
/* Translate */
pie_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 */
pie_TRANSLATE(rx, 0, -rz);
rotation = psStructure->rot.direction;
pie_MatRotY(-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, 0, 0);
imd->points = temp;
}
imd = psStructure->sDisplay.imd;
temp = imd->points;
flattenImd(imd, structX, structY, UNDEG(psStructure->rot.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, pie_HEIGHT_SCALED|pie_SHADOW, structHeightScale(psStructure) * pie_RAISE_SCALE);
}
else
{
if (structureIsBlueprint(psStructure))
{
pieFlag = pie_TRANSLUCENT;
pieFlagData = BLUEPRINT_OPACITY;
}
else
{
if (psStructure->pStructureType->type == REF_WALL || psStructure->pStructureType->type == REF_GATE)
{
// walls can be rotated, so use a dynamic shadow for them
pieFlag = pie_SHADOW;
}
else
{
pieFlag = pie_STATIC_SHADOW;
}
pieFlagData = 0;
}
pie_Draw3DShape(imd, 0, getPlayerColour(psStructure->player), brightness, pieFlag, pieFlagData);
}
imd->points = temp;
{
Vector3i zero(0, 0, 0);
Vector2i s(0, 0);
pie_RotateProject( &zero, &s );
psStructure->sDisplay.screenX = s.x;
psStructure->sDisplay.screenY = s.y;
}
pie_MatEnd();
return(true);
}
return false;
}
/// Draws a shadow under a droid
void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
{
Vector3i dv;
SDWORD rx, rz;
dv.x = (psDroid->pos.x - player.p.x) - terrainMidX*TILE_UNITS;
if(psDroid->droidType == DROID_TRANSPORTER)
{
dv.x -= bobTransporterHeight()/2;
}
dv.z = terrainMidY*TILE_UNITS - (psDroid->pos.y - player.p.z);
dv.y = map_Height(psDroid->pos.x, psDroid->pos.y);
/* Push the indentity matrix */
pie_MatBegin();
pie_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 */
pie_TRANSLATE(rx,0,-rz);
pie_MatRotY(-psDroid->rot.direction);
pie_MatRotX(psDroid->rot.pitch);
pie_MatRotZ(psDroid->rot.roll);
pie_Draw3DShape(psShadowIMD, 0, 0, WZCOL_WHITE, pie_TRANSLUCENT, 128);
pie_MatEnd();
}
/// Draw all pieces of a droid and register it as a target
void renderDroid( DROID *psDroid )
{
displayComponentObject(psDroid);
}
/// 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(graphicsTime - dragBox3D.lastTime > BOX_PULSE_SPEED)
{
dragBox3D.pulse++;
if (dragBox3D.pulse >= BOX_PULSE_SIZE)
{
dragBox3D.pulse = 0;
}
dragBox3D.lastTime = graphicsTime;
}
// SHURCOOL: Determine the 4 corners of the selection box, and use them for consistent selection box rendering
minX = MIN(dragBox3D.x1, mouseX());
maxX = MAX(dragBox3D.x1, mouseX());
minY = MIN(dragBox3D.y1, mouseY());
maxY = MAX(dragBox3D.y1, mouseY());
// SHURCOOL: Reduce the box in size to produce a (consistent) pulsing inward effect
minX += dragBox3D.pulse / 2;
maxX -= dragBox3D.pulse / 2;
minY += dragBox3D.pulse / 2;
maxY -= dragBox3D.pulse / 2;
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);
iV_Box(minX, minY, maxX, maxY, WZCOL_UNIT_SELECT_BORDER);
pie_UniTransBoxFill(minX + 1, minY, maxX, maxY - 1, WZCOL_UNIT_SELECT_BOX);
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
}
/// Display reload bars for structures and droids
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;
float mulH; // display unit resistance instead of reload!
DROID *psDroid;
int compIndex;
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 (weapon_slot != 0) // only rendering resistance in the first slot
{
return;
}
if (psDroid->resistance)
{
mulH = (float)psDroid->resistance / (float)droidResistance(psDroid);
}
else
{
mulH = 100.f;
}
firingStage = mulH;
firingStage = ((((2*scrR)*10000)/100)*firingStage)/10000;
if(firingStage >= (UDWORD)(2*scrR))
{
firingStage = (2*scrR);
}
pie_BoxFill(scrX - scrR-1, 3+scrY + 0 + (weapon_slot * 2), scrX - scrR +(2*scrR)+1, 3+scrY+3 + (weapon_slot * 2), WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX - scrR, 3+scrY + 1 + (weapon_slot * 2), scrX - scrR +firingStage, 3+scrY+2 + (weapon_slot * 2), WZCOL_HEALTH_RESISTANCE);
return;
}
if (psWeap->nStat == 0)
{
// no weapon
return;
}
compIndex = psWeap->nStat;
ASSERT_OR_RETURN( , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
psStats = asWeaponStats + compIndex;
/* 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) && isVtolDroid((DROID *)psObj)) )
{
if (psObj->type == OBJ_DROID && isVtolDroid((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 = graphicsTime - psWeap->lastFired;
if (bSalvo)
{
interval = weaponReloadTime(psStats, psObj->player);
}
else
{
interval = weaponFirePause(psStats, psObj->player);
}
}
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 = (1. - getStructureDamage(psStruct)/65536.f) * 100;
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
scrY += scale * 10;
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);
}
/* Power bars */
pie_BoxFill(scrX - scrR-1, 3+scrY + 0 + (weapon_slot * 2), scrX - scrR +(2*scrR)+1, 3+scrY+3 + (weapon_slot * 2), WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX - scrR, 3+scrY + 1 + (weapon_slot * 2), scrX - scrR +firingStage, 3+scrY+2 + (weapon_slot * 2), WZCOL_RELOAD_BAR);
}
}
}
/// draw target origin icon for the specified structure
static void drawStructureTargetOriginIcon(STRUCTURE *psStruct, int weapon_slot)
{
SDWORD scrX,scrY,scrR;
UDWORD scale;
// Process main weapon only for now
if (!tuiTargetOrigin || weapon_slot || !((psStruct->asWeaps[weapon_slot]).nStat))
{
return;
}
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY + (scale*10);
scrR = scale*20;
/* Render target origin graphics */
switch(psStruct->targetOrigin[weapon_slot])
{
case ORIGIN_VISUAL:
iV_DrawImage(IntImages, IMAGE_ORIGIN_VISUAL, scrX+scrR+5, scrY-1);
break;
case ORIGIN_COMMANDER:
iV_DrawImage(IntImages, IMAGE_ORIGIN_COMMANDER, scrX+scrR+5, scrY-1);
break;
case ORIGIN_SENSOR:
iV_DrawImage(IntImages, IMAGE_ORIGIN_SENSOR_STANDARD, scrX+scrR+5, scrY-1);
break;
case ORIGIN_CB_SENSOR:
iV_DrawImage(IntImages, IMAGE_ORIGIN_SENSOR_CB, scrX+scrR+5, scrY-1);
break;
case ORIGIN_AIRDEF_SENSOR:
iV_DrawImage(IntImages, IMAGE_ORIGIN_SENSOR_AIRDEF, scrX+scrR+5, scrY-1);
break;
case ORIGIN_RADAR_DETECTOR:
iV_DrawImage(IntImages, IMAGE_ORIGIN_RADAR_DETECTOR, scrX+scrR+5, scrY-1);
break;
case ORIGIN_UNKNOWN:
// Do nothing
break;
default:
debug(LOG_WARNING,"Unexpected target origin in structure(%d)!", psStruct->id);
}
}
/// draw the health bar for the specified structure
static void drawStructureHealth(STRUCTURE *psStruct)
{
SDWORD scrX,scrY,scrR;
PIELIGHT powerCol = WZCOL_BLACK, powerColShadow = WZCOL_BLACK;
UDWORD health,width;
UDWORD scale;
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(MAX(0,psStruct->resistance), resistance);
}
else
{
health = 100;
}
}
else
{
//show body points
health = (1. - getStructureDamage(psStruct)/65536.f) * 100;
}
if (health > REPAIRLEV_HIGH)
{
powerCol = WZCOL_HEALTH_HIGH;
powerColShadow = WZCOL_HEALTH_HIGH_SHADOW;
}
else if (health > REPAIRLEV_LOW)
{
powerCol = WZCOL_HEALTH_MEDIUM;
powerColShadow = WZCOL_HEALTH_MEDIUM_SHADOW;
}
else
{
powerCol = WZCOL_HEALTH_LOW;
powerColShadow = WZCOL_HEALTH_LOW_SHADOW;
}
health = (((width*10000)/100)*health)/10000;
health*=2;
pie_BoxFill(scrX-scrR-1, scrY-1, scrX+scrR+1, scrY+3, WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX-scrR, scrY, scrX-scrR+health, scrY+1, powerCol);
pie_BoxFill(scrX-scrR, scrY+1, scrX-scrR+health, scrY+2, powerColShadow);
}
/// draw the construction bar for the specified structure
static void drawStructureBuildProgress(STRUCTURE *psStruct)
{
SDWORD scrX,scrY,scrR;
UDWORD health,width;
UDWORD scale;
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->currentBuildPts , psStruct->pStructureType->buildPoints);
health = (((width*10000)/100)*health)/10000;
health*=2;
pie_BoxFill(scrX - scrR - 1, scrY - 1 + 5, scrX + scrR + 1, scrY + 3 + 5, WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX - scrR, scrY + 5, scrX - scrR + health, scrY + 1+5, WZCOL_HEALTH_MEDIUM_SHADOW);
pie_BoxFill(scrX - scrR, scrY + 1+5, scrX - scrR + health, scrY + 2+5, WZCOL_HEALTH_MEDIUM);
}
/// Draw the health of structures and show enemy structures being targetted
static void drawStructureSelections( void )
{
STRUCTURE *psStruct;
SDWORD scrX,scrY;
UDWORD i;
BASE_OBJECT *psClickedOn;
bool bMouseOverStructure = false;
bool bMouseOverOwnStructure = false;
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->pos.x,psStruct->pos.y) && psStruct->sDisplay.frameNumber == currentGameFrame)
{
/* If it's selected */
if (psStruct->selected ||
(barMode == BAR_DROIDS_AND_STRUCTURES && psStruct->pStructureType->type != REF_WALL && psStruct->pStructureType->type != REF_WALLCORNER) ||
(bMouseOverOwnStructure && psStruct == (STRUCTURE *)psClickedOn)
)
{
drawStructureHealth(psStruct);
for (i = 0; i < psStruct->numWeaps; i++)
{
drawWeaponReloadBar((BASE_OBJECT *)psStruct, &psStruct->asWeaps[i], i);
drawStructureTargetOriginIcon(psStruct, i);
}
}
if (psStruct->status == SS_BEING_BUILT)
{
drawStructureBuildProgress(psStruct);
}
}
}
for (i = 0; i < MAX_PLAYERS; i++)
{
if (i == selectedPlayer)
{
continue; // not interesting in our own buildings
}
for (psStruct = apsStructLists[i]; psStruct; psStruct = psStruct->psNext)
{
/* If it's targetted and on-screen */
if (clipXY(psStruct->pos.x,psStruct->pos.y)
&& psStruct->bTargetted
&& psStruct->sDisplay.frameNumber == currentGameFrame)
{
scrX = psStruct->sDisplay.screenX;
scrY = psStruct->sDisplay.screenY - (psStruct->sDisplay.imd->max.y / 4);
iV_DrawImage(IntImages, getTargettingGfx(), scrX, scrY);
}
}
}
if(bMouseOverStructure && !bMouseOverOwnStructure)
{
if (mouseDown(getRightClickOrders()?MOUSE_LMB:MOUSE_RMB))
{
psStruct = (STRUCTURE*)psClickedOn;
if(psStruct->status==SS_BUILT)
{
drawStructureHealth(psStruct);
}
else if(psStruct->status == SS_BEING_BUILT)
{
drawStructureBuildProgress(psStruct);
}
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
static UDWORD getTargettingGfx( void )
{
UDWORD index;
index = getModularScaledRealTime(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;
}
}
/// Is the droid, its commander or its sensor tower selected?
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;
}
}
}
psObj = orderStateObj(psDroid, DORDER_FIRESUPPORT);
if (psObj
&& psObj->selected)
{
retVal = true;
}
return retVal;
}
/// Draw the selection graphics for selected droids
static void drawDroidSelections( void )
{
UDWORD scrX,scrY,scrR;
DROID *psDroid;
UDWORD damage;
PIELIGHT powerCol = WZCOL_BLACK, powerColShadow = WZCOL_BLACK;
PIELIGHT boxCol;
BASE_OBJECT *psClickedOn;
bool bMouseOverDroid = false;
bool bMouseOverOwnDroid = false;
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;
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(false);
for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->sDisplay.frameNumber != currentGameFrame || !clipXY(psDroid->pos.x, psDroid->pos.y))
{
continue; // Not visible, anyway. Don't bother with health bars.
}
/* If it's selected and on screen or it's the one the mouse is over ||*/
// ABSOLUTELY MAD LOGICAL EXPRESSION!!! :-)
// Now slightly less mad and slightly less buggy.
if (eitherSelected(psDroid) ||
(bMouseOverOwnDroid && psDroid == (DROID *) psClickedOn) ||
droidUnderRepair(psDroid) ||
barMode == BAR_DROIDS || barMode == BAR_DROIDS_AND_STRUCTURES
)
{
damage = PERCENT(psDroid->body, psDroid->originalBody);
if (damage > REPAIRLEV_HIGH)
{
powerCol = WZCOL_HEALTH_HIGH;
powerColShadow = WZCOL_HEALTH_HIGH_SHADOW;
}
else if (damage > REPAIRLEV_LOW)
{
powerCol = WZCOL_HEALTH_MEDIUM;
powerColShadow = WZCOL_HEALTH_MEDIUM_SHADOW;
}
else
{
powerCol = WZCOL_HEALTH_LOW;
powerColShadow = WZCOL_HEALTH_LOW_SHADOW;
}
mulH = (float)psDroid->body / (float)psDroid->originalBody;
damage = mulH * (float)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 = WZCOL_WHITE;
} else {
boxCol = WZCOL_GREEN;
}
if (psDroid->selected)
{
pie_BoxFill(scrX - scrR, scrY + scrR - 7, scrX - scrR+1, scrY + scrR, boxCol);
pie_BoxFill(scrX - scrR, scrY + scrR, scrX - scrR + 7, scrY + scrR + 1, boxCol);
pie_BoxFill(scrX + scrR - 7, scrY + scrR, scrX + scrR, scrY + scrR + 1, boxCol);
pie_BoxFill(scrX + scrR, scrY + scrR - 7, scrX + scrR + 1, scrY + scrR + 1, boxCol);
}
/* Power bars */
pie_BoxFill(scrX - scrR - 1, scrY + scrR+2, scrX + scrR + 1, scrY + scrR + 6, WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX - scrR, scrY + scrR+3, scrX - scrR + damage, scrY + scrR + 4, powerCol);
pie_BoxFill(scrX - scrR, scrY + scrR+4, scrX - scrR + damage, scrY + scrR + 5, powerColShadow);
/* 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) ||
hasCommander(psDroid))
{
drawDroidCmndNo(psDroid);
}
else if(psDroid->group!=UBYTE_MAX)
{
drawDroidGroupNumber(psDroid);
}
}
}
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(getRightClickOrders()?MOUSE_LMB: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)
{
powerCol = WZCOL_HEALTH_HIGH;
powerColShadow = WZCOL_HEALTH_HIGH_SHADOW;
}
else if (damage > REPAIRLEV_LOW)
{
powerCol = WZCOL_HEALTH_MEDIUM;
powerColShadow = WZCOL_HEALTH_MEDIUM_SHADOW;
}
else
{
powerCol = WZCOL_HEALTH_LOW;
powerColShadow = WZCOL_HEALTH_LOW_SHADOW;
}
//show resistance values if CTRL/SHIFT depressed
if (ctrlShiftDown())
{
if (psDroid->resistance)
{
mulH = (float)psDroid->resistance / (float)droidResistance(psDroid);
}
else
{
mulH = 100.f;
}
}
else
{
mulH = (float)psDroid->body / (float)psDroid->originalBody;
}
damage = mulH * (float)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) < pie_GetVideoBufferWidth() && (scrY-scrR) < pie_GetVideoBufferHeight())
{
if(!driveModeActive() || driveIsDriven(psDroid)) {
boxCol = WZCOL_WHITE;
} else {
boxCol = WZCOL_GREEN;
}
//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 + 6, WZCOL_RELOAD_BACKGROUND);
pie_BoxFill(scrX - scrR, scrY + scrR+3, scrX - scrR + damage, scrY + scrR + 4, powerCol);
pie_BoxFill(scrX - scrR, scrY + scrR+4, scrX - scrR + damage, scrY + scrR + 5, powerColShadow);
}
}
}
}
}
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))
{
scrX = psDroid->sDisplay.screenX;
scrY = psDroid->sDisplay.screenY - 8;
index = IMAGE_BLUE1 + getModularScaledRealTime(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)
{
scrX = psFeature->sDisplay.screenX;
scrY = psFeature->sDisplay.screenY - (psFeature->sDisplay.imd->max.y / 4);
iV_DrawImage(IntImages,getTargettingGfx(),scrX,scrY);
}
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
/* ---------------------------------------------------------------------------- */
/// X offset to display the group number at
#define GN_X_OFFSET (28)
/// Y offset to display the group number at
#define GN_Y_OFFSET (17)
/// Draw the number of the group the droid is in next to the droid
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(hasCommander(psDroid))
{
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);
}
}
}
/// Draw the number of the commander the droid is assigned to
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 (hasCommander(psDroid))
{
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);
}
}
/* ---------------------------------------------------------------------------- */
/** Get the onscreen coordinates 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 origin(0, 0, 0);
Vector2i center(0, 0);
UDWORD radius;
/* get the screen corrdinates */
const int cZ = pie_RotateProject(&origin, &center);
// TODO: compute the droid's radius (using min/max for x,y,z)
if(psDroid->droidType == DROID_TRANSPORTER)
{
radius = 45;
}
else
{
radius = 22;
}
//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;
}
/**
* Find the tile the mouse is currently over
* \todo This is slow - speed it up
*/
static void locateMouse(void)
{
const Vector2i pt(mouseX(), mouseY());
unsigned int i;
int nearestZ = INT_MAX;
for(i = 0; i < visibleTiles.x; ++i)
{
unsigned int j;
for(j = 0; j < visibleTiles.y; ++j)
{
int tileZ = tileScreenInfo[i][j].z;
if(tileZ <= nearestZ)
{
QUAD quad;
quad.coords[0].x = tileScreenInfo[i+0][j+0].x;
quad.coords[0].y = tileScreenInfo[i+0][j+0].y;
quad.coords[1].x = tileScreenInfo[i+0][j+1].x;
quad.coords[1].y = tileScreenInfo[i+0][j+1].y;
quad.coords[2].x = tileScreenInfo[i+1][j+1].x;
quad.coords[2].y = tileScreenInfo[i+1][j+1].y;
quad.coords[3].x = tileScreenInfo[i+1][j+0].x;
quad.coords[3].y = tileScreenInfo[i+1][j+0].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;
mousePos = world_coord(Vector2i(mouseTileX, mouseTileY)) + positionInQuad(pt, quad);
/* 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;
// Push identity matrix onto stack
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor() / 100.f);
// Set the camera position
pie_MATTRANS(0, 0, distance);
// rotate it
pie_MatRotY(DEG(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(skyboxPageName));
if(!gamePaused())
{
wind = wrapf(wind + graphicsTimeAdjustedIncrement(0.5f), 360.0f);
}
pie_DrawSkybox(skybox_scale, 0, 0, 1, 1);
// Load Saved State
pie_MatEnd();
}
/// 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;
}
/// Smoothly adjust player height to match the desired height
static void trackHeight( float desiredHeight )
{
static float heightSpeed = 0.0f;
float separation = desiredHeight - player.p.y; // How far are we from desired height?
// d²/dt² player.p.y = -ACCEL_CONSTANT * (player.p.y - desiredHeight) - VELOCITY_CONSTANT * d/dt player.p.y
solveDifferential2ndOrder(&separation, &heightSpeed, ACCEL_CONSTANT, VELOCITY_CONSTANT, realTimeAdjustedIncrement(1));
/* Adjust the height accordingly */
player.p.y = desiredHeight - separation;
}
/// Select the next energy bar display mode
ENERGY_BAR toggleEnergyBars(void)
{
if (++barMode == BAR_LAST)
{
barMode = BAR_SELECTED;
}
return (ENERGY_BAR)barMode;
}
/// Set everything up for when the player assigns the sensor target
void assignSensorTarget( BASE_OBJECT *psObj )
{
bSensorTargetting = true;
lastTargetAssignation = gameTime2;
psSensorObj = psObj;
}
/// Set everything up for when the player selects the destination
void assignDestTarget( void )
{
bDestTargetting = true;
lastDestAssignation = gameTime2;
destTargetX = mouseX();
destTargetY = mouseY();
destTileX = mouseTileX;
destTileY = mouseTileY;
}
/// Draw a graphical effect after selecting a sensor target
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+getModularScaledGraphicsTime(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, WZCOL_WHITE);
iV_Line(x0, y0, x0, y0 + 8, WZCOL_WHITE);
iV_Line(x1, y0, x1 - 8, y0, WZCOL_WHITE);
iV_Line(x1, y0, x1, y0 + 8, WZCOL_WHITE);
iV_Line(x1, y1,x1 - 8, y1, WZCOL_WHITE);
iV_Line(x1, y1,x1, y1 - 8, WZCOL_WHITE);
iV_Line(x0, y1, x0 + 8, y1, WZCOL_WHITE);
iV_Line(x0, y1, x0, y1 - 8, WZCOL_WHITE);
}
else
{
bSensorTargetting = false;
}
}
else
{
bSensorTargetting = false;
}
}
}
/// Draw a graphical effect after selecting a destination
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);
pie_BoxFill(x0, y0, x0 + 2, y0 + 2, WZCOL_WHITE);
pie_BoxFill(x1 - 2, y0 - 2, x1, y0, WZCOL_WHITE);
pie_BoxFill(x1 - 2, y1 - 2, x1, y1, WZCOL_WHITE);
pie_BoxFill(x0, y1, x0 + 2, y1 + 2, WZCOL_WHITE);
}
else
{
bDestTargetting = false;
}
}
}
/// Set what tile is being used to draw the bottom of a body of water
void setUnderwaterTile(UDWORD num)
{
underwaterTile = num;
}
/// Set what tile is being used to show rubble
void setRubbleTile(UDWORD num)
{
rubbleTile = num;
}
/// Get the tile that is currently being used to draw underwater ground
UDWORD getWaterTileNum( void )
{
return(underwaterTile);
}
/// Get the tile that is being used to show rubble
UDWORD getRubbleTileNum( void )
{
return(rubbleTile);
}
/// Draw the spinning particles for power stations and re-arm pads for the specified player
static void structureEffectsPlayer( UDWORD player )
{
SDWORD radius;
STRUCTURE *psStructure;
SDWORD xDif,yDif;
Vector3i pos;
UDWORD numConnected;
DROID *psDroid;
UDWORD gameDiv;
UDWORD i;
BASE_OBJECT *psChosenObj = NULL;
UWORD bFXSize;
const int effectsPerSecond = 12; // Effects per second. Will add effects up to once time per frame, so won't add as many effects if the framerate is low, but will be consistent, otherwise.
unsigned effectTime = graphicsTime / (GAME_TICKS_PER_SEC / effectsPerSecond)*(GAME_TICKS_PER_SEC / effectsPerSecond);
if (effectTime <= graphicsTime - deltaGraphicsTime)
{
return; // Don't add effects this frame.
}
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)
{
//keep looking for another!
continue;
}
else switch(numConnected)
{
case 1:
case 2:
gameDiv = 1440;
break;
case 3:
case 4:
default:
gameDiv = 1080; // really fast!!!
break;
}
/* New addition - it shows how many are connected... */
for(i=0 ;i<numConnected; i++)
{
radius = 32 - (i*2); // around the spire
xDif = iSinSR(effectTime, gameDiv, radius);
yDif = iCosSR(effectTime, gameDiv, radius);
pos.x = psStructure->pos.x + xDif;
pos.z = psStructure->pos.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->pos.x - xDif;
pos.z = psStructure->pos.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...? */
radius = psStructure->sDisplay.imd->radius;
xDif = iSinSR(effectTime, 720, radius);
yDif = iCosSR(effectTime, 720, radius);
pos.x = psStructure->pos.x + xDif;
pos.z = psStructure->pos.y + yDif;
pos.y = map_Height(pos.x,pos.z) + psStructure->sDisplay.imd->max.y;
effectGiveAuxVar(30+bFXSize); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER,false,NULL,0);
pos.x = psStructure->pos.x - xDif;
pos.z = psStructure->pos.y - yDif; // buildings are level!
// pos.y = map_Height(pos.x,pos.z) + psStructure->sDisplay->pos.max.y;
effectGiveAuxVar(30+bFXSize); // half normal plasma size...
addEffect(&pos,EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER,false,NULL,0);
}
}
}
}
}
}
/// Draw the effects for all players and buildings
static void structureEffects()
{
UDWORD i;
/* Only do for player 0 power stations */
if(bMultiPlayer)
{
for(i=0;i<MAX_PLAYERS;i++)
{
if(isHumanPlayer(i) && apsStructLists[i] )
{
structureEffectsPlayer(i);
}
}
}
else if(apsStructLists[0])
{
structureEffectsPlayer(0);
}
}
/// Show the sensor ranges of selected droids and buildings
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...
}
static void showEffectCircle(Position centre, int32_t radius, uint32_t auxVar, EFFECT_GROUP group, EFFECT_TYPE type)
{
int32_t circumference = radius * 2 * 355/113 / TILE_UNITS; // 2πr in tiles.
int32_t i;
for (i = 0; i < circumference; ++i)
{
Vector3i pos;
pos.x = centre.x - iSinSR(i, circumference, radius);
pos.z = centre.y - iCosSR(i, circumference, radius); // [sic] y -> z
// Check if it's actually on map
if (worldOnMap(pos.x, pos.z))
{
pos.y = map_Height(pos.x, pos.z) + 16;
effectGiveAuxVar(auxVar);
addEffect(&pos, group, type, false, NULL, 0);
}
}
}
// Shows the weapon (long) range of the object in question.
// Note, it only does it for the first weapon slot!
static void showWeaponRange(BASE_OBJECT *psObj)
{
uint32_t weaponRange;
int compIndex;
if (psObj->type == OBJ_DROID)
{
WEAPON_STATS *psStats = NULL;
DROID *psDroid = (DROID*)psObj;
compIndex = psDroid->asWeaps[0].nStat; //weapon_slot
ASSERT_OR_RETURN( , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
psStats = asWeaponStats + compIndex;
weaponRange = psStats->longRange;
}
else
{
STRUCTURE *psStruct = (STRUCTURE*)psObj;
if(psStruct->pStructureType->numWeaps == 0) return;
weaponRange = psStruct->pStructureType->psWeapStat[0]->longRange;
}
showEffectCircle(psObj->pos, weaponRange, 40, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL);
}
static void showSensorRange2(BASE_OBJECT *psObj)
{
uint32_t sensorRange;
if(psObj->type == OBJ_DROID)
{
DROID *psDroid = (DROID*)psObj;
sensorRange = asSensorStats[psDroid->asBits[COMP_SENSOR].nStat].range;
}
else
{
STRUCTURE *psStruct = (STRUCTURE*)psObj;
sensorRange = structSensorRange(psStruct);
}
showEffectCircle(psObj->pos, sensorRange, 80, EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER);
showWeaponRange(psObj);
}
/// Draw a circle on the map (to show the range of something)
static void drawRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius)
{
Position pos(centerX, centerY, 0); // .z ignored.
showEffectCircle(pos, radius, 80, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL);
}
/** Turn on drawing some effects at certain position to visualize the radius.
* \note Pass a negative radius to turn this off
*/
void showRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius)
{
rangeCenterX = centerX;
rangeCenterY = centerY;
rangeRadius = radius;
bRangeDisplay = true;
if(radius <= 0)
bRangeDisplay = false;
}
/// Get the graphic ID for a droid rank
UDWORD getDroidRankGraphic(DROID *psDroid)
{
UDWORD gfxId;
/* Not found yet */
gfxId = UDWORD_MAX;
/* 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;
}
return gfxId;
}
/** Will render a graphic depiction of the droid's present rank.
* \note Assumes matrix context set and that z-buffer write is force enabled (Always).
*/
static void drawDroidRank(DROID *psDroid)
{
UDWORD 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);
}
}
/** Will render a sensor graphic for a droid locked to a sensor droid/structure
* \note Assumes matrix context set and that z-buffer write is force enabled (Always).
*/
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);
}
}
/// Draw the construction lines for all construction droids
static void doConstructionLines( void )
{
DROID *psDroid;
UDWORD i;
for(i=0; i<MAX_PLAYERS; i++)
{
for(psDroid= apsDroidLists[i]; psDroid; psDroid = psDroid->psNext)
{
if(clipXY(psDroid->pos.x,psDroid->pos.y))
{
if( (psDroid->visible[selectedPlayer]==UBYTE_MAX) &&
(psDroid->sMove.Status != MOVESHUFFLE) )
{
if(psDroid->action == DACTION_BUILD)
{
if (psDroid->psTarget)
{
if (psDroid->psTarget->type == OBJ_STRUCTURE)
{
addConstructionLine(psDroid, (STRUCTURE*)psDroid->psTarget);
}
}
}
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);
}
/// Draw the construction or demolish lines for one droid
static void addConstructionLine(DROID *psDroid, STRUCTURE *psStructure)
{
Vector3i each;
Vector3f *point, pts[3];
UDWORD pointIndex;
SDWORD realY;
Vector3i null, vec;
SDWORD rx,rz;
PIELIGHT colour;
null.x = null.y = null.z = 0;
each.x = psDroid->pos.x;
each.z = psDroid->pos.y;
each.y = psDroid->pos.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].x = vec.x + rx;
pts[0].y = vec.y;
pts[0].z = vec.z - rz;
pointIndex = rand()%(psStructure->sDisplay.imd->npoints-1);
point = &(psStructure->sDisplay.imd->points[pointIndex]);
each.x = psStructure->pos.x + point->x;
realY = structHeightScale(psStructure) * point->y;
each.y = psStructure->pos.z + realY;
each.z = psStructure->pos.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].x = vec.x + rx;
pts[1].y = vec.y;
pts[1].z = vec.z - rz;
pointIndex = rand()%(psStructure->sDisplay.imd->npoints-1);
point = &(psStructure->sDisplay.imd->points[pointIndex]);
each.x = psStructure->pos.x + point->x;
realY = structHeightScale(psStructure) * point->y;
each.y = psStructure->pos.z + realY;
each.z = psStructure->pos.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].x = vec.x + rx;
pts[2].y = vec.y;
pts[2].z = vec.z - rz;
// set the colour
colour = pal_SetBrightness(UBYTE_MAX);
if (psDroid->action == DACTION_DEMOLISH || psDroid->action == DACTION_CLEARWRECK)
{
colour.byte.g = 0;
colour.byte.b = 0;
} else {
colour.byte.r = 0;
colour.byte.g = 0;
}
pie_TransColouredTriangle(pts, colour);
}