Beispiel #1
0
// -----------------------------------------------------------------------------
void	renderParticle( ATPART *psPart )
{
	Vector3i dv;
	SDWORD x, y, z, rx, rz;

	x = psPart->position.x;
	y = psPart->position.y;
	z = psPart->position.z;
	/* Transform it */
	dv.x = ((UDWORD)x - player.p.x) - terrainMidX * TILE_UNITS;
	dv.y = (UDWORD)y;
	dv.z = terrainMidY * TILE_UNITS - ((UDWORD)z - player.p.z);
	pie_MatBegin();                                 /* Push the identity matrix */
	pie_TRANSLATE(dv.x,dv.y,dv.z);
	rx = map_round(player.p.x);			/* Get the x,z translation components */
	rz = map_round(player.p.z);
	pie_TRANSLATE(rx,0,-rz);                        /* Translate */
	/* Make it face camera */
	pie_MatRotY(-player.r.y);
	pie_MatRotY(-player.r.x);
	/* Scale it... */
	pie_MatScale(psPart->size / 100.f);
	/* Draw it... */
   	pie_Draw3DShape(psPart->imd, 0, 0, WZCOL_WHITE, 0, 0);
	pie_MatEnd();
}
Beispiel #2
0
/*
	This function will actually draw a wall section
	Slightly different from yer basic structure draw in that
	it's not alligned to the terrain as bridge sections sit
	at a height stored in their structure - as they're above the ground
	and wouldn't be much use if they weren't, bridge wise.
*/
BOOL	renderBridgeSection(STRUCTURE *psStructure)
{
    SDWORD			rx, rz;
    Vector3i dv;

    /* Bomb out if it's not visible */
    if (!psStructure->visible[selectedPlayer])
    {
        return false;
    }

    /* Establish where it is in the world */
    dv.x = (psStructure->pos.x - player.p.x) - terrainMidX * TILE_UNITS;
    dv.z = terrainMidY * TILE_UNITS - (psStructure->pos.y - player.p.z);
    dv.y = psStructure->pos.z;

    /* Push the indentity matrix */
    pie_MatBegin();

    /* Translate */
    pie_TRANSLATE(dv.x, dv.y, dv.z);

    /* Get the x,z translation components */
    rx = map_round(player.p.x);
    rz = map_round(player.p.z);

    /* Translate */
    pie_TRANSLATE(rx, 0, -rz);

    pie_Draw3DShape(psStructure->sDisplay.imd, 0, 0, WZCOL_WHITE, 0, 0);

    pie_MatEnd();
    return(true);
}
Beispiel #3
0
// Render a research item given a BASE_STATS structure.
//
void displayResearchButton(BASE_STATS *Stat, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
	iIMDShape *MountIMD = ((RESEARCH *)Stat)->pIMD2;

	ASSERT(ResearchIMD, "ResearchIMD is NULL");
	if (ResearchIMD)
	{
		const glm::mat4 &matrix = setMatrix(Position, Rotation, scale);

		if (MountIMD)
		{
			pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);
		}
		pie_Draw3DShape(ResearchIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);
	}
}
Beispiel #4
0
// Render a component given a BASE_STATS structure.
//
void displayComponentButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position,
                            bool RotXYZ, SDWORD scale)
{
	iIMDShape *ComponentIMD = NULL;
	iIMDShape *MountIMD = NULL;
	SDWORD compID;

	setMatrix(Position, Rotation, RotXYZ);
	pie_MatScale(scale / 100.f);

	compID = StatIsComponent(Stat);
	if (compID > 0)	{
		StatGetComponentIMD(Stat, compID,&ComponentIMD, &MountIMD);
	}
	else
	{
		unsetMatrix();
		return;
	}

	/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
	if (StatIsComponent(Stat) != COMP_WEAPON
		|| (((WEAPON_STATS *)Stat)->weaponSubClass != WSC_BOMB
			&& ((WEAPON_STATS *)Stat)->weaponSubClass != WSC_EMP))
	{
		ASSERT(ComponentIMD, "No ComponentIMD");
	}

	if (MountIMD)
	{
		pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);

		/* translate for weapon mount point */
		if (MountIMD->nconnectors)
		{
			pie_TRANSLATE(MountIMD->connectors->x, MountIMD->connectors->z, MountIMD->connectors->y);
		}
	}
	if (ComponentIMD)
	{
		pie_Draw3DShape(ComponentIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
	}

	unsetMatrix();
}
Beispiel #5
0
void displayIMDButton(iIMDShape *IMDShape, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	setMatrix(Position, Rotation, RotXYZ);
	pie_MatScale(scale / 100.f);

	pie_SetFogStatus(false);
	pie_Draw3DShape(IMDShape, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
	unsetMatrix();
}
Beispiel #6
0
// Render a research item given a BASE_STATS structure.
//
void displayResearchButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
	iIMDShape *MountIMD = ((RESEARCH *)Stat)->pIMD2;

	ASSERT(ResearchIMD, "ResearchIMD is NULL");
	if (ResearchIMD)
	{
		setMatrix(Position, Rotation, RotXYZ, scale);

		if(MountIMD) {
			pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
		}
		pie_Draw3DShape(ResearchIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);

		unsetMatrix();
	}
}
Beispiel #7
0
void drawMuzzleFlash(WEAPON sWeap, iIMDShape *weaponImd, iIMDShape *flashImd, PIELIGHT buildingBrightness, int pieFlag, int iPieData, UBYTE colour)
{
	if (!weaponImd || !flashImd || !weaponImd->nconnectors || graphicsTime < sWeap.lastFired)
	{
		return;
	}

	int connector_num = 0;

	// which barrel is firing if model have multiple muzzle connectors?
	if (sWeap.shotsFired && (weaponImd->nconnectors > 1))
	{
		// shoot first, draw later - substract one shot to get correct results
		connector_num = (sWeap.shotsFired - 1) % (weaponImd->nconnectors);
	}

	/* Now we need to move to the end of the firing barrel */
	pie_TRANSLATE(weaponImd->connectors[connector_num].x,
	              weaponImd->connectors[connector_num].z,
	              weaponImd->connectors[connector_num].y);

	// assume no clan colours for muzzle effects
	if (flashImd->numFrames == 0 || flashImd->animInterval <= 0)
	{
		// no anim so display one frame for a fixed time
		if (graphicsTime >= sWeap.lastFired && graphicsTime < sWeap.lastFired + BASE_MUZZLE_FLASH_DURATION)
		{
			pie_Draw3DShape(flashImd, 0, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
		}
	}
	else if (graphicsTime >= sWeap.lastFired)
	{
		// animated muzzle
		int frame = (graphicsTime - sWeap.lastFired) / flashImd->animInterval;
		if (frame < flashImd->numFrames)
		{
			pie_Draw3DShape(flashImd, frame, colour, buildingBrightness, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
		}
	}
}
Beispiel #8
0
// Render a component given a BASE_STATS structure.
//
void displayComponentButton(BASE_STATS *Stat, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	iIMDShape *ComponentIMD = nullptr;
	iIMDShape *MountIMD = nullptr;
	int compID = StatIsComponent(Stat);

	if (compID >= 0)
	{
		StatGetComponentIMD(Stat, compID, &ComponentIMD, &MountIMD);
	}
	else
	{
		return;
	}
	glm::mat4 matrix = setMatrix(Position, Rotation, scale);

	/* VTOL bombs are only stats allowed to have NULL ComponentIMD */
	if (StatIsComponent(Stat) != COMP_WEAPON
	    || (((WEAPON_STATS *)Stat)->weaponSubClass != WSC_BOMB
	        && ((WEAPON_STATS *)Stat)->weaponSubClass != WSC_EMP))
	{
		ASSERT(ComponentIMD, "No ComponentIMD");
	}

	if (MountIMD)
	{
		pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);

		/* translate for weapon mount point */
		if (MountIMD->nconnectors)
		{
			matrix *= glm::translate(glm::vec3(MountIMD->connectors->xzy()));
		}
	}
	if (ComponentIMD)
	{
		pie_Draw3DShape(ComponentIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);
	}
}
Beispiel #9
0
// Render a research item given a BASE_STATS structure.
//
void displayResearchButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	iIMDShape *ResearchIMD = ((RESEARCH *)Stat)->pIMD;
	iIMDShape *MountIMD = ((RESEARCH *)Stat)->pIMD2;

	if(ResearchIMD)
	{
		setMatrix(Position, Rotation, RotXYZ);
		pie_MatScale(scale / 100.f);

		if(MountIMD) {
			pie_Draw3DShape(MountIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
		}
		pie_Draw3DShape(ResearchIMD, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);

		unsetMatrix();
	}
	else
	{
		debug(LOG_ERROR, "ResearchIMD == NULL");
	}
}
Beispiel #10
0
void renderParticle(ATPART *psPart, const glm::mat4 &viewMatrix)
{
	Vector3i dv;

	/* Transform it */
	dv.x = psPart->position.x - player.p.x;
	dv.y = psPart->position.y;
	dv.z = -(psPart->position.z - player.p.z);
	/* Make it face camera */
	/* Scale it... */
	const glm::mat4 modelMatrix = glm::translate(glm::vec3(dv)) *
		glm::rotate(UNDEG(-player.r.y), glm::vec3(0.f, 1.f, 0.f)) *
		glm::rotate(UNDEG(-player.r.x), glm::vec3(0.f, 1.f, 0.f)) *
		glm::scale(glm::vec3(psPart->size / 100.f));
	pie_Draw3DShape(psPart->imd, 0, 0, WZCOL_WHITE, 0, 0, viewMatrix * modelMatrix);
	/* Draw it... */
}
Beispiel #11
0
void renderParticle(ATPART *psPart)
{
	Vector3i dv;

	/* Transform it */
	dv.x = psPart->position.x - player.p.x;
	dv.y = psPart->position.y;
	dv.z = -(psPart->position.z - player.p.z);
	pie_MatBegin();					/* Push the current matrix */
	pie_TRANSLATE(dv.x, dv.y, dv.z);
	/* Make it face camera */
	pie_MatRotY(-player.r.y);
	pie_MatRotY(-player.r.x);
	/* Scale it... */
	pie_MatScale(psPart->size / 100.f);
	/* Draw it... */
	pie_Draw3DShape(psPart->imd, 0, 0, WZCOL_WHITE, 0, 0);
	pie_MatEnd();
}
Beispiel #12
0
static void sharedStructureButton(STRUCTURE_STATS *Stats, iIMDShape *strImd, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	iIMDShape *baseImd, *mountImd[MAX_WEAPONS], *weaponImd[MAX_WEAPONS];
	Vector3i pos = *Position;

	/* HACK HACK HACK!
	if its a 'tall thin (ie tower)' structure stat with something on the top - offset the position to show the object on top */
	if (strImd->nconnectors && scale == SMALL_STRUCT_SCALE && getStructureStatHeight(Stats) > TOWER_HEIGHT)
	{
		pos.y -= 20;
	}

	const glm::mat4 matrix = setMatrix(&pos, Rotation, scale);

	/* Draw the building's base first */
	baseImd = Stats->pBaseIMD;

	if (baseImd != nullptr)
	{
		pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);
	}
	pie_Draw3DShape(strImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix);

	//and draw the turret
	if (strImd->nconnectors)
	{
		weaponImd[0] = nullptr;
		mountImd[0] = nullptr;
		for (int i = 0; i < Stats->numWeaps; i++)
		{
			weaponImd[i] = nullptr;//weapon is gun ecm or sensor
			mountImd[i] = nullptr;
		}
		//get an imd to draw on the connector priority is weapon, ECM, sensor
		//check for weapon
		//can only have the MAX_WEAPONS
		for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
		{
			//can only have the one
			if (Stats->psWeapStat[i] != nullptr)
			{
				weaponImd[i] = Stats->psWeapStat[i]->pIMD;
				mountImd[i] = Stats->psWeapStat[i]->pMountGraphic;
			}

			if (weaponImd[i] == nullptr)
			{
				//check for ECM
				if (Stats->pECM != nullptr)
				{
					weaponImd[i] =  Stats->pECM->pIMD;
					mountImd[i] =  Stats->pECM->pMountGraphic;
				}
			}

			if (weaponImd[i] == nullptr)
			{
				//check for sensor
				if (Stats->pSensor != nullptr)
				{
					weaponImd[i] =  Stats->pSensor->pIMD;
					mountImd[i]  =  Stats->pSensor->pMountGraphic;
				}
			}
		}

		//draw Weapon/ECM/Sensor for structure
		if (weaponImd[0] != nullptr)
		{
			for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
			{
				glm::mat4 localMatrix = glm::translate(glm::vec3(strImd->connectors[i].xzy()));
				if (mountImd[i] != nullptr)
				{
					pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix * localMatrix);
					if (mountImd[i]->nconnectors)
					{
						localMatrix *= glm::translate(glm::vec3(mountImd[i]->connectors->xzy()));
					}
				}
				pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, matrix * localMatrix);
				//we have a droid weapon so do we draw a muzzle flash
			}
		}
	}
}
Beispiel #13
0
void displayIMDButton(iIMDShape *IMDShape, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	pie_Draw3DShape(IMDShape, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0, setMatrix(Position, Rotation, scale));
}
Beispiel #14
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid)
{
	Vector3i position, rotation;
	Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Push the matrix */
	pie_MatBegin(true);

	/* Get the real position */
	position.x = st.pos.x - player.p.x;
	position.z = -(st.pos.y - player.p.z);
	position.y = st.pos.z;

	if (isTransporter(psDroid))
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	pie_TRANSLATE(position.x, position.y, position.z);

	/* Rotate for droid */
	pie_MatRotY(rotation.y);
	pie_MatRotX(rotation.x);
	pie_MatRotZ(rotation.z);

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		objectShimmy((BASE_OBJECT *) psDroid);
	}

	if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME)
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand() % 8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90 + rand() % 20);
		addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, NULL, 0);
	}

	if (psDroid->visible[selectedPlayer] == UBYTE_MAX)
	{
		//ingame not button object
		//should render 3 mounted weapons now
		displayCompObj(psDroid, false);
	}
	else
	{
		int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
		pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
	}
	pie_MatEnd();
}
Beispiel #15
0
// this is able to handle multiple weapon graphics now
// removed mountRotation,they get such stuff from psObj directly now
static void displayCompObj(DROID *psDroid, bool bButton)
{
	iIMDShape               *psShape, *psMoveAnim, *psStillAnim, *psShapeTemp = NULL, *psMountShape;
	SDWORD				iConnector;
	PROPULSION_STATS	*psPropStats;
	SDWORD				pieFlag, iPieData;
	PIELIGHT			brightness;
	UDWORD				colour;
	UBYTE	i;

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC / 4 && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused())
	{
		colour = getPlayerColour(rand() % MAX_PLAYERS);
	}
	else
	{
		colour = getPlayerColour(psDroid->player);
	}

	/* get propulsion stats */
	psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
	ASSERT_OR_RETURN(, psPropStats != NULL, "invalid propulsion stats pointer");

	//set pieflag for button object or ingame object
	if (bButton)
	{
		pieFlag = pie_BUTTON;
		brightness = WZCOL_WHITE;
	}
	else
	{
		pieFlag = pie_SHADOW;
		brightness = pal_SetBrightness(psDroid->illumination);
		// NOTE: Beware of transporters that are offscreen, on a mission!  We should *not* be checking tiles at this point in time!
		if (!isTransporter(psDroid) && !missionIsOffworld())
		{
			MAPTILE *psTile = worldTile(psDroid->pos.x, psDroid->pos.y);
			if (psTile->jammerBits & alliancebits[psDroid->player])
			{
				pieFlag |= pie_ECM;
			}
		}
	}

	/* set default components transparent */
	if (psDroid->asBits[COMP_PROPULSION] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		iPieData = 0;
	}

	if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR)
	{
		// FIXME: change when adding submarines to the game
		pie_TRANSLATE(0, -world_coord(1) / 2.3f, 0);
	}

	//uses psShapeTemp too separate it from turret's psShape
	psShapeTemp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid));
	if (psShapeTemp != NULL)
	{
		pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
	}

	/* set default components transparent */
	if (psDroid->asBits[COMP_BODY] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	/* Get the body graphic now*/
	//uses psShapeTemp too separate it from turret's psShape
	psShapeTemp = BODY_IMD(psDroid, psDroid->player);
	if (psShapeTemp != NULL)
	{
		// FIXME
		if (psDroid->droidType == DROID_PERSON)
		{
			/* draw body if not animating */
			if (psDroid->psCurAnim == NULL  || psDroid->psCurAnim->bVisible == false)
			{
				// FIXME - hideous....!!!!
				pie_MatScale(.75f);
				pie_Draw3DShape(psShapeTemp, 0, psDroid->player - 6, brightness, pieFlag, iPieData);
			}
		}
		else if (cyborgDroid(psDroid))
		{
			/* draw body if cyborg not animating */
			if (psDroid->psCurAnim == NULL || psDroid->psCurAnim->bVisible == false)
			{
				pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
			}
		}
		else
		{
			pie_Draw3DShape(psShapeTemp, 0, colour, brightness, pieFlag, iPieData);
		}
	}

	/* Render animation effects based on movement or lack thereof, if any */
	psMoveAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppMoveIMDList[psDroid->asBits[COMP_PROPULSION]];
	psStillAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppStillIMDList[psDroid->asBits[COMP_PROPULSION]];
	if (!bButton && psMoveAnim && psDroid->sMove.Status != MOVEINACTIVE)
	{
		pie_Draw3DShape(psMoveAnim, getModularScaledGraphicsTime(psMoveAnim->animInterval, psMoveAnim->numFrames), colour, brightness, pie_ADDITIVE, 200);
	}
	else if (!bButton && psStillAnim) // standing still
	{
		pie_Draw3DShape(psStillAnim, getModularScaledGraphicsTime(psStillAnim->animInterval, psStillAnim->numFrames), colour, brightness, 0, 0);
	}

	//don't change the screen coords of an object if drawing it in a button
	if (!bButton)
	{
		/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
		calcScreenCoords(psDroid);
	}

	/* set default components transparent */
	if (psDroid->asWeaps[0].nStat        == 0 &&
	    psDroid->asBits[COMP_SENSOR]     == 0 &&
	    psDroid->asBits[COMP_ECM]        == 0 &&
	    psDroid->asBits[COMP_BRAIN]      == 0 &&
	    psDroid->asBits[COMP_REPAIRUNIT] == 0 &&
	    psDroid->asBits[COMP_CONSTRUCT]  == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	psShapeTemp = BODY_IMD(psDroid, psDroid->player);
	if (psShapeTemp->nconnectors)
	{
		/* vtol weapons attach to connector 2 (underneath);
		 * all others to connector 1 */
		/* VTOL's now skip the first 5 connectors(0 to 4),
		VTOL's use 5,6,7,8 etc now */
		if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT && psDroid->droidType == DROID_WEAPON)
		{
			iConnector = VTOL_CONNECTOR_START;
		}
		else
		{
			iConnector = 0;
		}

		switch (psDroid->droidType)
		{
		case DROID_DEFAULT:
		case DROID_TRANSPORTER:
		case DROID_SUPERTRANSPORTER:
		case DROID_CYBORG:
		case DROID_CYBORG_SUPER:
		case DROID_WEAPON:
		case DROID_COMMAND:		// command droids have a weapon to store all the graphics
			/*	Get the mounting graphic - we've already moved to the right position
			Allegedly - all droids will have a mount graphic so this shouldn't
			fall on it's arse......*/
			/* Double check that the weapon droid actually has any */
			for (i = 0; i < psDroid->numWeaps; i++)
			{
				if ((psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT)
				    && psShapeTemp->connectors)
				{
					Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime);

					pie_MatBegin(!bButton);

					//to skip number of VTOL_CONNECTOR_START ground unit connectors
					if (iConnector < VTOL_CONNECTOR_START)
					{
						pie_TRANSLATE(psShapeTemp->connectors[i].x,
						              psShapeTemp->connectors[i].z,
						              psShapeTemp->connectors[i].y);
					}
					else
					{
						pie_TRANSLATE(psShapeTemp->connectors[iConnector + i].x,
						              psShapeTemp->connectors[iConnector + i].z,
						              psShapeTemp->connectors[iConnector + i].y);
					}

					pie_MatRotY(-rot.direction);

					/* vtol weapons inverted */
					if (iConnector >= VTOL_CONNECTOR_START)
					{
						pie_MatRotZ(65536 / 2); //this might affect gun rotation
					}

					/* Get the mount graphic */
					psShape = WEAPON_MOUNT_IMD(psDroid, i);

					int recoilValue = getRecoil(psDroid->asWeaps[i]);
					pie_TRANSLATE(0, 0, recoilValue / 3);

					/* Draw it */
					if (psShape)
					{
						pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
					}

					pie_TRANSLATE(0, 0, recoilValue);

					/* translate for weapon mount point */
					if (psShape && psShape->nconnectors)
					{
						pie_TRANSLATE(psShape->connectors->x, psShape->connectors->z, psShape->connectors->y);
					}

					/* vtol weapons inverted */
					if (iConnector >= VTOL_CONNECTOR_START)
					{
						//pitch the barrel down
						pie_MatRotX(-rot.pitch);
					}
					else
					{
						//pitch the barrel up
						pie_MatRotX(rot.pitch);
					}

					/* Get the weapon (gun?) graphic */
					psShape = WEAPON_IMD(psDroid, i);

					// We have a weapon so we draw it and a muzzle flash from weapon connector
					if (psShape)
					{
						pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
						drawMuzzleFlash(psDroid->asWeaps[i], psShape, MUZZLE_FLASH_PIE(psDroid, i), brightness, pieFlag, iPieData);
					}
					/* Pop Matrix */
					pie_MatEnd();
				}
			}
			break;

		case DROID_SENSOR:
		case DROID_CONSTRUCT:
		case DROID_CYBORG_CONSTRUCT:
		case DROID_ECM:
		case DROID_REPAIR:
		case DROID_CYBORG_REPAIR:
			{
				Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime);

				switch (psDroid->droidType)
				{
				default: ASSERT(false, "...");
				case DROID_SENSOR:
					psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the sensor graphic, assuming it's there */
					psShape = SENSOR_IMD(psDroid, psDroid->player);
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the construct graphic assuming it's there */
					psShape = CONSTRUCT_IMD(psDroid, psDroid->player);
					break;
				case DROID_ECM:
					psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the ECM graphic assuming it's there.... */
					psShape = ECM_IMD(psDroid, psDroid->player);
					break;
				case DROID_REPAIR:
				case DROID_CYBORG_REPAIR:
					psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the Repair graphic assuming it's there.... */
					psShape = REPAIR_IMD(psDroid, psDroid->player);
					break;
				}
				/*	Get the mounting graphic - we've already moved to the right position
				Allegedly - all droids will have a mount graphic so this shouldn't
				fall on it's arse......*/
				//sensor and cyborg and ecm uses connectors[0]
				pie_MatBegin(!bButton);
				/* vtol weapons inverted */
				if (iConnector >= VTOL_CONNECTOR_START)
				{
					pie_MatRotZ(65536 / 2); //this might affect gun rotation
				}

				pie_TRANSLATE(psShapeTemp->connectors[0].x,
				              psShapeTemp->connectors[0].z,
				              psShapeTemp->connectors[0].y);

				pie_MatRotY(-rot.direction);
				/* Draw it */
				if (psMountShape)
				{
					pie_Draw3DShape(psMountShape, 0, colour, brightness, pieFlag, iPieData);
				}

				/* translate for construct mount point if cyborg */
				if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors)
				{
					pie_TRANSLATE(psMountShape->connectors[0].x,
					              psMountShape->connectors[0].z,
					              psMountShape->connectors[0].y);
				}

				/* Draw it */
				if (psShape)
				{
					pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);

					// In repair droid case only:
					if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) &&
					    psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR)
					{
						Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);

						pie_TRANSLATE(psShape->connectors[0].x,
						              psShape->connectors[0].z,
						              psShape->connectors[0].y);
						pie_TRANSLATE(0, -20, 0);

						psShape = getImdFromIndex(MI_FLAME);

						/* Rotate for droid */
						pie_MatRotY(st.rot.direction);
						pie_MatRotX(-st.rot.pitch);
						pie_MatRotZ(-st.rot.roll);
						//rotate Y
						pie_MatRotY(rot.direction);

						pie_MatRotY(-player.r.y);
						pie_MatRotX(-player.r.x);

						pie_Draw3DShape(psShape, getModularScaledGraphicsTime(psShape->animInterval, psShape->numFrames), 0, brightness, pie_ADDITIVE, 140);

						pie_MatRotX(player.r.x);
						pie_MatRotY(player.r.y);
					}
				}
				/* Pop Matrix */
				pie_MatEnd();
				break;
			}
		case DROID_PERSON:
			// no extra mounts for people
			break;
		default:
			ASSERT(!"invalid droid type", "Whoa! Weirdy type of droid found in drawComponentObject!!!");
			break;
		}
	}
	/*	We've also got a handle on the psShape here for the weapon which has a connector to point to
		muzzle flash attachment points - just grab it from psShape->connectors->[x|y|z] */

	/* set default components transparent */
	if (psDroid->asBits[COMP_PROPULSION] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	psShape = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid));
	if (psShape != NULL)
	{
		pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData);
	}
}
Beispiel #16
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid)
{
	Vector3i	position, rotation;
	int32_t		xShift,zShift;
	SDWORD		frame;
	PROPULSION_STATS	*psPropStats;
	UDWORD	tileX,tileY;
	MAPTILE	*psTile;
	SPACETIME st = interpolateObjectSpacetime((SIMPLE_OBJECT *)psDroid, graphicsTime);

	psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Push the matrix */
	pie_MatBegin();

	/* Get internal tile units coordinates */
	xShift = map_round(player.p.x);
	zShift = map_round(player.p.z);

	/* Mask out to tile_units resolution */
	pie_TRANSLATE(xShift,0,-zShift);

	/* Get the real position */
	position.x = (st.pos.x - player.p.x) - terrainMidX*TILE_UNITS;
	position.z = terrainMidY*TILE_UNITS - (st.pos.y - player.p.z);
	position.y = st.pos.z;

	if(psDroid->droidType == DROID_TRANSPORTER)
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	pie_TRANSLATE(position.x,position.y,position.z);

	/* Rotate for droid */
	pie_MatRotY(rotation.y);
	pie_MatRotX(rotation.x);
	pie_MatRotZ(rotation.z);

	if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC) && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		objectShimmy( (BASE_OBJECT*) psDroid );
	}

	if (psDroid->lastHitWeapon == WSC_EMP &&
	    (gameTime - psDroid->timeLastHit < EMP_DISABLE_TIME))
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand()%8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90+rand()%20);
		addEffect(&position,EFFECT_EXPLOSION,EXPLOSION_TYPE_PLASMA,false,NULL,0);
	}

	if ((psDroid->visible[selectedPlayer] == UBYTE_MAX) || demoGetStatus())
	{
		//ingame not button object
		//should render 3 mounted weapons now
		displayCompObj(psDroid, false);
	}
	else
	{

		// make sure it's not over water.
		tileX = st.pos.x/TILE_UNITS;
		tileY = st.pos.y/TILE_UNITS;
		// double check it's on map
		if ( tileX < mapWidth && tileY < mapHeight )
		{
			psTile = mapTile(tileX,tileY);
			if (terrainType(psTile) != TER_WATER)
			{
				frame = gameTime/BLIP_ANIM_DURATION + psDroid->id; //visible[selectedPlayer];
				pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, WZCOL_BLACK, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
				/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
			}
		}
	}
	pie_MatEnd();
}
Beispiel #17
0
// this is able to handle multiple weapon graphics now
// removed mountRotation,they get such stuff from psObj directly now
static bool displayCompObj(DROID *psDroid, bool bButton, const glm::mat4 &viewMatrix)
{
	iIMDShape *psMoveAnim, *psStillAnim;
	SDWORD				iConnector;
	PROPULSION_STATS	*psPropStats;
	SDWORD				pieFlag, iPieData;
	PIELIGHT			brightness;
	UDWORD				colour;
	UBYTE	i;
	bool				didDrawSomething = false;

	glm::mat4 modelMatrix(1.f);

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC / 4 && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused())
	{
		colour = getPlayerColour(rand() % MAX_PLAYERS);
	}
	else
	{
		colour = getPlayerColour(psDroid->player);
	}

	/* get propulsion stats */
	psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
	ASSERT_OR_RETURN(didDrawSomething, psPropStats != nullptr, "invalid propulsion stats pointer");

	//set pieflag for button object or ingame object
	if (bButton)
	{
		pieFlag = pie_BUTTON;
		brightness = WZCOL_WHITE;
	}
	else
	{
		pieFlag = pie_SHADOW;
		brightness = pal_SetBrightness(psDroid->illumination);
		// NOTE: Beware of transporters that are offscreen, on a mission!  We should *not* be checking tiles at this point in time!
		if (!isTransporter(psDroid) && !missionIsOffworld())
		{
			MAPTILE *psTile = worldTile(psDroid->pos.x, psDroid->pos.y);
			if (psTile->jammerBits & alliancebits[psDroid->player])
			{
				pieFlag |= pie_ECM;
			}
		}
	}

	/* set default components transparent */
	if (psDroid->asBits[COMP_PROPULSION] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		iPieData = 0;
	}

	if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR)
	{
		// FIXME: change when adding submarines to the game
		modelMatrix *= glm::translate(glm::vec3(0.f, -world_coord(1) / 2.3f, 0.f));
	}

	iIMDShape *psShapeProp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid));
	if (psShapeProp)
	{
		if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewMatrix * modelMatrix))
		{
			didDrawSomething = true;
		}
	}

	/* set default components transparent */
	if (psDroid->asBits[COMP_BODY] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	/* Get the body graphic now*/
	iIMDShape *psShapeBody = BODY_IMD(psDroid, psDroid->player);
	if (psShapeBody)
	{
		iIMDShape *strImd = psShapeBody;
		if (psDroid->droidType == DROID_PERSON)
		{
			modelMatrix *= glm::scale(glm::vec3(.75f)); // FIXME - hideous....!!!!
		}
		if (strImd->objanimpie[psDroid->animationEvent])
		{
			strImd = psShapeBody->objanimpie[psDroid->animationEvent];
		}
		glm::mat4 viewModelMatrix = viewMatrix * modelMatrix;
		while (strImd)
		{
			if (drawShape(psDroid, strImd, colour, brightness, pieFlag, iPieData, viewModelMatrix))
			{
				didDrawSomething = true;
			}
			strImd = strImd->next;
		}
	}

	/* Render animation effects based on movement or lack thereof, if any */
	psMoveAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppMoveIMDList[psDroid->asBits[COMP_PROPULSION]];
	psStillAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppStillIMDList[psDroid->asBits[COMP_PROPULSION]];
	glm::mat4 viewModelMatrix = viewMatrix * modelMatrix;
	if (!bButton && psMoveAnim && psDroid->sMove.Status != MOVEINACTIVE)
	{
		if (pie_Draw3DShape(psMoveAnim, getModularScaledGraphicsTime(psMoveAnim->animInterval, psMoveAnim->numFrames), colour, brightness, pie_ADDITIVE, 200, viewModelMatrix))
		{
			didDrawSomething = true;
		}
	}
	else if (!bButton && psStillAnim) // standing still
	{
		if (pie_Draw3DShape(psStillAnim, getModularScaledGraphicsTime(psStillAnim->animInterval, psStillAnim->numFrames), colour, brightness, 0, 0, viewModelMatrix))
		{
			didDrawSomething = true;
		}
	}

	//don't change the screen coords of an object if drawing it in a button
	if (!bButton)
	{
		/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
		calcScreenCoords(psDroid, viewModelMatrix);
	}

	/* set default components transparent */
	if (psDroid->asWeaps[0].nStat        == 0 &&
	    psDroid->asBits[COMP_SENSOR]     == 0 &&
	    psDroid->asBits[COMP_ECM]        == 0 &&
	    psDroid->asBits[COMP_BRAIN]      == 0 &&
	    psDroid->asBits[COMP_REPAIRUNIT] == 0 &&
	    psDroid->asBits[COMP_CONSTRUCT]  == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	if (psShapeBody && psShapeBody->nconnectors)
	{
		/* vtol weapons attach to connector 2 (underneath);
		 * all others to connector 1 */
		/* VTOL's now skip the first 5 connectors(0 to 4),
		VTOL's use 5,6,7,8 etc now */
		if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT && psDroid->droidType == DROID_WEAPON)
		{
			iConnector = VTOL_CONNECTOR_START;
		}
		else
		{
			iConnector = 0;
		}

		switch (psDroid->droidType)
		{
		case DROID_DEFAULT:
		case DROID_TRANSPORTER:
		case DROID_SUPERTRANSPORTER:
		case DROID_CYBORG:
		case DROID_CYBORG_SUPER:
		case DROID_WEAPON:
		case DROID_COMMAND:		// command droids have a weapon to store all the graphics
			/*	Get the mounting graphic - we've already moved to the right position
			Allegedly - all droids will have a mount graphic so this shouldn't
			fall on it's arse......*/
			/* Double check that the weapon droid actually has any */
			for (i = 0; i < psDroid->numWeaps; i++)
			{
				if ((psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT)
				    && psShapeBody->connectors)
				{
					Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime);

					glm::mat4 localModelMatrix = modelMatrix;

					//to skip number of VTOL_CONNECTOR_START ground unit connectors
					if (iConnector < VTOL_CONNECTOR_START)
					{
						localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[i].xzy()));
					}
					else
					{
						localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[iConnector + i].xzy()));
					}
					localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f));

					/* vtol weapons inverted */
					if (iConnector >= VTOL_CONNECTOR_START)
					{
						//this might affect gun rotation
						localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f));
					}

					/* Get the mount graphic */
					iIMDShape *psShape = WEAPON_MOUNT_IMD(psDroid, i);

					int recoilValue = getRecoil(psDroid->asWeaps[i]);
					localModelMatrix *= glm::translate(glm::vec3(0.f, 0.f, recoilValue / 3.f));

					/* Draw it */
					if (psShape)
					{
						if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix))
						{
							didDrawSomething = true;
						}
					}
					localModelMatrix *= glm::translate(glm::vec3(0, 0, recoilValue));

					/* translate for weapon mount point */
					if (psShape && psShape->nconnectors)
					{
						localModelMatrix *= glm::translate(glm::vec3(psShape->connectors->xzy()));
					}

					/* vtol weapons inverted */
					if (iConnector >= VTOL_CONNECTOR_START)
					{
						//pitch the barrel down
						localModelMatrix *= glm::rotate(UNDEG(-rot.pitch), glm::vec3(1.f, 0.f, 0.f));
					}
					else
					{
						//pitch the barrel up
						localModelMatrix *= glm::rotate(UNDEG(rot.pitch), glm::vec3(1.f, 0.f, 0.f));
					}

					/* Get the weapon (gun?) graphic */
					psShape = WEAPON_IMD(psDroid, i);

					// We have a weapon so we draw it and a muzzle flash from weapon connector
					if (psShape)
					{
						glm::mat4 localViewModelMatrix = viewMatrix * localModelMatrix;
						if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, localViewModelMatrix))
						{
							didDrawSomething = true;
						}
						drawMuzzleFlash(psDroid->asWeaps[i], psShape, MUZZLE_FLASH_PIE(psDroid, i), brightness, pieFlag, iPieData, localViewModelMatrix);
					}
				}
			}
			break;

		case DROID_SENSOR:
		case DROID_CONSTRUCT:
		case DROID_CYBORG_CONSTRUCT:
		case DROID_ECM:
		case DROID_REPAIR:
		case DROID_CYBORG_REPAIR:
			{
				Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime);
				iIMDShape *psShape = nullptr;
				iIMDShape *psMountShape = nullptr;

				switch (psDroid->droidType)
				{
				default:
					ASSERT(false, "Bad component type");
					break;
				case DROID_SENSOR:
					psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the sensor graphic, assuming it's there */
					psShape = SENSOR_IMD(psDroid, psDroid->player);
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the construct graphic assuming it's there */
					psShape = CONSTRUCT_IMD(psDroid, psDroid->player);
					break;
				case DROID_ECM:
					psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the ECM graphic assuming it's there.... */
					psShape = ECM_IMD(psDroid, psDroid->player);
					break;
				case DROID_REPAIR:
				case DROID_CYBORG_REPAIR:
					psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the Repair graphic assuming it's there.... */
					psShape = REPAIR_IMD(psDroid, psDroid->player);
					break;
				}
				/*	Get the mounting graphic - we've already moved to the right position
				Allegedly - all droids will have a mount graphic so this shouldn't
				fall on it's arse......*/
				//sensor and cyborg and ecm uses connectors[0]

				glm::mat4 localModelMatrix = modelMatrix;
				/* vtol weapons inverted */
				if (iConnector >= VTOL_CONNECTOR_START)
				{
					//this might affect gun rotation
					localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f));
				}

				localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[0].xzy()));

				localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f));
				/* Draw it */
				if (psMountShape)
				{
					if (pie_Draw3DShape(psMountShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix))
					{
						didDrawSomething = true;
					}
				}

				/* translate for construct mount point if cyborg */
				if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors)
				{
					localModelMatrix *= glm::translate(glm::vec3(psMountShape->connectors[0].xzy()));
				}

				/* Draw it */
				if (psShape)
				{
					if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix))
					{
						didDrawSomething = true;
					}

					// In repair droid case only:
					if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) &&
					    psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR)
					{
						Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);
						localModelMatrix *= glm::translate(glm::vec3(psShape->connectors[0].xzy()));
						localModelMatrix *= glm::translate(glm::vec3(0.f, -20.f, 0.f));

						psShape = getImdFromIndex(MI_FLAME);

						/* Rotate for droid */
						localModelMatrix *= glm::rotate(UNDEG(st.rot.direction), glm::vec3(0.f, 1.f, 0.f));
						localModelMatrix *= glm::rotate(UNDEG(-st.rot.pitch), glm::vec3(1.f, 0.f, 0.f));
						localModelMatrix *= glm::rotate(UNDEG(-st.rot.roll), glm::vec3(0.f, 0.f, 1.f));
						//rotate Y
						localModelMatrix *= glm::rotate(UNDEG(rot.direction), glm::vec3(0.f, 1.f, 0.f));

						localModelMatrix *= glm::rotate(UNDEG(-player.r.y), glm::vec3(0.f, 1.f, 0.f));
						localModelMatrix *= glm::rotate(UNDEG(-player.r.x), glm::vec3(1.f, 0.f, 0.f));

						if (pie_Draw3DShape(psShape, getModularScaledGraphicsTime(psShape->animInterval, psShape->numFrames), 0, brightness, pie_ADDITIVE, 140, viewMatrix * localModelMatrix))
						{
							didDrawSomething = true;
						}

//						localModelMatrix *= glm::rotate(UNDEG(player.r.x), glm::vec3(1.f, 0.f, 0.f)); // Not used?
//						localModelMatrix *= glm::rotate(UNDEG(player.r.y), glm::vec3(0.f, 1.f, 0.f)); // Not used?
					}
				}
				break;
			}
		case DROID_PERSON:
			// no extra mounts for people
			break;
		default:
			ASSERT(!"invalid droid type", "Whoa! Weirdy type of droid found in drawComponentObject!!!");
			break;
		}
	}

	/* set default components transparent */
	if (psDroid->asBits[COMP_PROPULSION] == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	// now render the other propulsion side
	psShapeProp = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid));
	if (psShapeProp)
	{
		if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewModelMatrix)) // Safe to use viewModelMatrix because modelView has not been changed since it was calculated
		{
			didDrawSomething = true;
		}
	}

	return didDrawSomething;
}
Beispiel #18
0
//changed it to loop thru and draw all weapons
void displayStructureButton(STRUCTURE *psStructure, Vector3i *rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	iIMDShape *baseImd,*strImd;//*mountImd,*weaponImd;
	iIMDShape *mountImd[STRUCT_MAXWEAPS];
	iIMDShape *weaponImd[STRUCT_MAXWEAPS];
	UDWORD			nWeaponStat;
	int		i;

	/*HACK HACK HACK!
	if its a 'tall thin (ie tower)' structure with something on the top - offset the
	position to show the object on top*/
	if (psStructure->pStructureType->pIMD[0]->nconnectors && scale == SMALL_STRUCT_SCALE &&
		getStructureHeight(psStructure) > TOWER_HEIGHT)
	{
		Position->y -= 20;
	}

	setMatrix(Position, rotation, RotXYZ);
	pie_MatScale(scale / 100.f);

	/* Draw the building's base first */
	baseImd = psStructure->pStructureType->pBaseIMD;
	if(baseImd!=NULL) {
		pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
	}
	pie_Draw3DShape(psStructure->sDisplay.imd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
	//and draw the turret
	if(psStructure->sDisplay.imd->nconnectors)
	{
		for (i = 0;i < STRUCT_MAXWEAPS;i++)
		{
			weaponImd[i] = NULL;//weapon is gun ecm or sensor
			mountImd[i] = NULL;
		}

		strImd = psStructure->sDisplay.imd;
		//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)
			{
				nWeaponStat = psStructure->asWeaps[i].nStat;
				weaponImd[i] =  asWeaponStats[nWeaponStat].pIMD;
				mountImd[i] =  asWeaponStats[nWeaponStat].pMountGraphic;
			}

			if (weaponImd[i] == NULL)
			{
				//check for ECM
				if (psStructure->pStructureType->pECM != NULL)
				{
					weaponImd[i] =  psStructure->pStructureType->pECM->pIMD;
					mountImd[i] =  psStructure->pStructureType->pECM->pMountGraphic;
				}
			}

			if (weaponImd[i] == NULL)
			{
				//check for sensor
				if (psStructure->pStructureType->pSensor != NULL)
				{
					weaponImd[i] =  psStructure->pStructureType->pSensor->pIMD;
					mountImd[i]  =  psStructure->pStructureType->pSensor->pMountGraphic;
				}
			}
		}

		//draw Weapon/ECM/Sensor for structure
		//uses 0
		if (weaponImd[0] != NULL)
		{
			for (i = 0; i < MAX(1, psStructure->numWeaps); i++)
			{
				Rotation rot = structureGetInterpolatedWeaponRotation(psStructure, i, graphicsTime);

				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_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
					if(mountImd[i]->nconnectors)
					{
						pie_TRANSLATE(mountImd[i]->connectors->x,mountImd[i]->connectors->z,mountImd[i]->connectors->y);
					}
				}
				pie_MatRotX(rot.pitch);
				pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
				//we have a droid weapon so do we draw a muzzle flash
				pie_MatEnd();
			}
		}
	}
	unsetMatrix();
}
Beispiel #19
0
// this is able to handle multiple weapon graphics now
// removed mountRotation,they get such stuff from psObj directly now
static void displayCompObj(DROID *psDroid, BOOL bButton)
{
	iIMDShape               *psShape, *psJet, *psShapeTemp = NULL, *psMountShape;
	Vector3i				zero = {0, 0, 0};
	Vector2i				screenCoords;
	SDWORD				dummyZ, iConnector;
	PROPULSION_STATS	*psPropStats;
	SDWORD				frame;
	SDWORD				pieFlag, iPieData;
	PIELIGHT			brightness;
	const PIELIGHT			specular = WZCOL_BLACK;
	UDWORD				colour;
	UBYTE	i;

	if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC/4 ) && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused())
	{
		colour = getPlayerColour(rand()%MAX_PLAYERS);
	}
	else
	{
		colour = getPlayerColour(psDroid->player);
	}
	
	/* get propulsion stats */
	psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
	ASSERT_OR_RETURN( , psPropStats != NULL, "invalid propulsion stats pointer");

	//set pieflag for button object or ingame object
	if ( bButton )
	{
		pieFlag = pie_BUTTON;
	}
	else
	{
		pieFlag = 0;
	}

	if(!bButton)
	{
		brightness = pal_SetBrightness(psDroid->illumination);
		pieFlag = pie_SHADOW;
	}
	else
	{
		brightness = WZCOL_WHITE;
	}

	/* We've got a z value here _and_ screen coords of origin */
	dummyZ = pie_RotateProject(&zero, &screenCoords);

	/* set default components transparent */
	if ( psDroid->asBits[COMP_PROPULSION].nStat == 0 )
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		iPieData = 0;
	}
	
	if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR)
	{
		// FIXME: change when adding submarines to the game
		pie_TRANSLATE(0, -world_coord(1)/2.3f, 0);
	}

	//uses psShapeTemp too separate it from turret's psShape
	psShapeTemp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid));
	if(psShapeTemp!=NULL)
	{
		pie_Draw3DShape(psShapeTemp, 0, colour, brightness, specular, pieFlag, iPieData);
	}

	/* set default components transparent */
	if ( psDroid->asBits[COMP_BODY].nStat == 0 )
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	/* Get the body graphic now*/
	//uses psShapeTemp too separate it from turret's psShape
	psShapeTemp = BODY_IMD(psDroid,psDroid->player);
	if(psShapeTemp!=NULL)
	{
		// FIXME
		if ( psDroid->droidType == DROID_PERSON)
		{
			/* draw body if not animating */
			if ( psDroid->psCurAnim == NULL  || psDroid->psCurAnim->bVisible == false )
			{
				// FIXME - hideous....!!!!
				pie_MatScale(.75f);
				pie_Draw3DShape(psShapeTemp, 0, psDroid->player-6, brightness, specular, pieFlag, iPieData);
			}
		}
		else if (cyborgDroid(psDroid))
		{
			/* draw body if cyborg not animating */
			if ( psDroid->psCurAnim == NULL || psDroid->psCurAnim->bVisible == false )
			{
				pie_Draw3DShape(psShapeTemp, 0, colour, brightness, specular, pieFlag, iPieData);
			}
		}
		else
		{
			pie_Draw3DShape(psShapeTemp, 0, colour, brightness, specular, pieFlag, iPieData);
		}
	}

	/* render vtol jet if flying - horrible hack - GJ */
	if (((psPropStats->propulsionType == PROPULSION_TYPE_LIFT) &&
		//(psDroid->droidType != DROID_CYBORG)) && (!bButton))
		(!cyborgDroid(psDroid))) && (!bButton))
	{
		/* show flame if above ground */
		if ( psDroid->sMove.Status != MOVEINACTIVE )
		{
			/* draw flame if found  */

			/* GJ TODO: add flame-finding code here */
			psJet = asBodyStats[psDroid->asBits[COMP_BODY].nStat].pFlameIMD;

			if ( psJet != NULL )
			{
				pie_Draw3DShape(psJet, getModularScaledGraphicsTime(100, psJet->numFrames), colour, brightness, specular, pie_ADDITIVE, 200);
			}
		}
	}

	//don't change the screen coords of an object if drawing it in a button
	if (!bButton)
	{
		/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
		calcScreenCoords(psDroid);
	}

	/* set default components transparent */
	if (psDroid->asWeaps[0].nStat              == 0 &&
	    psDroid->asBits[COMP_SENSOR].nStat     == 0 &&
	    psDroid->asBits[COMP_ECM].nStat        == 0 &&
	    psDroid->asBits[COMP_BRAIN].nStat      == 0 &&
	    psDroid->asBits[COMP_REPAIRUNIT].nStat == 0 &&
	    psDroid->asBits[COMP_CONSTRUCT].nStat  == 0)
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	/* Indenting here is only to show new matrix context */
	{
		psShapeTemp = BODY_IMD(psDroid,psDroid->player);
		if( psShapeTemp->nconnectors )
		{
			/* vtol weapons attach to connector 2 (underneath);
			 * all others to connector 1 */
			/* VTOL's now skip the first 5 connectors(0 to 4),
			VTOL's use 5,6,7,8 etc now */
			if ( (psPropStats->propulsionType == PROPULSION_TYPE_LIFT) &&
				  psDroid->droidType == DROID_WEAPON )
			{
				iConnector = VTOL_CONNECTOR_START;
			}
			else
			{
				iConnector = 0;
			}

			switch(psDroid->droidType)
			{
			case DROID_DEFAULT:
			case DROID_TRANSPORTER:
			case DROID_CYBORG:
			case DROID_CYBORG_SUPER:
			case DROID_WEAPON:
			case DROID_COMMAND:		// command droids have a weapon to store all the graphics
				/*	Get the mounting graphic - we've already moved to the right position
				Allegedly - all droids will have a mount graphic so this shouldn't
				fall on it's arse......*/
				/* Double check that the weapon droid actually has any */
				for (i = 0;i < psDroid->numWeaps;i++)
				{
					if (psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT)
					{
						if ( psShapeTemp->connectors )
						{
							Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime);

							pie_MatBegin();
							//reset Z?
							dummyZ = pie_RotateProject(&zero, &screenCoords);

							//to skip number of VTOL_CONNECTOR_START ground unit connectors
							if ( iConnector < VTOL_CONNECTOR_START )
							{
								pie_TRANSLATE(psShapeTemp->connectors[i].x,
								              psShapeTemp->connectors[i].z,
								              psShapeTemp->connectors[i].y);
							}
							else
							{
								pie_TRANSLATE( psShapeTemp->connectors[iConnector + i].x,
											   psShapeTemp->connectors[iConnector + i].z,
											   psShapeTemp->connectors[iConnector + i].y  );
							}

							pie_MatRotY(-rot.direction);

							/* vtol weapons inverted */
							if ( iConnector >= VTOL_CONNECTOR_START )
							{
								pie_MatRotZ(65536/2);  //this might affect gun rotation
							}

							/* Get the mount graphic */
							psShape = WEAPON_MOUNT_IMD(psDroid, i);
							
							pie_TRANSLATE(0,0,psDroid->asWeaps[i].recoilValue/3);

							/* Draw it */
							if(psShape)
							{
								pie_Draw3DShape(psShape, 0, colour, brightness, specular, pieFlag, iPieData);
							}
							
							pie_TRANSLATE(0,0,psDroid->asWeaps[i].recoilValue);

							/* translate for weapon mount point */
							if (psShape && psShape->nconnectors)
							{
								pie_TRANSLATE(psShape->connectors->x, psShape->connectors->z, psShape->connectors->y);
							}

							/* vtol weapons inverted */
							if ( iConnector >= VTOL_CONNECTOR_START )
							{
								//pitch the barrel down
								pie_MatRotX(-rot.pitch);
							}
							else
							{
								//pitch the barrel up
								pie_MatRotX(rot.pitch);
							}

							/* Get the weapon (gun?) graphic */
							psShape = WEAPON_IMD(psDroid, i);
							
							// We have a weapon so we draw it and a muzzle flash from weapon connector
							if (psShape)
							{
								pie_Draw3DShape(psShape, 0, colour, brightness, specular, pieFlag, iPieData);
								
								if (psShape->nconnectors)
								{
									unsigned int connector_num = 0;

									// which barrel is firing if model have multiple muzzle connectors?
									if (psDroid->asWeaps[i].shotsFired && (psShape->nconnectors > 1))
									{
										// shoot first, draw later - substract one shot to get correct results
										connector_num = (psDroid->asWeaps[i].shotsFired - 1) % (psShape->nconnectors);
									}
									
									/* Now we need to move to the end of the firing barrel (there maybe multiple barrels) */
									pie_TRANSLATE( psShape->connectors[connector_num].x,
												   psShape->connectors[connector_num].z,
												   psShape->connectors[connector_num].y);
									
									//and draw the muzzle flash
									psShape = MUZZLE_FLASH_PIE(psDroid, i);
									
									if (psShape)
									{
										//assume no clan colours for muzzle effects
										if ((psShape->numFrames == 0) || (psShape->animInterval <= 0))										
										{
											//no anim so display one frame for a fixed time
											if (gameTime < (psDroid->asWeaps[i].lastFired + BASE_MUZZLE_FLASH_DURATION))
											{
												pie_Draw3DShape(psShape, 0, 0, brightness, WZCOL_BLACK, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
											}
										}
										else
										{
											// animated muzzle
											frame = (gameTime - psDroid->asWeaps[i].lastFired) / psShape->animInterval;
											if (frame < psShape->numFrames)
											{
												pie_Draw3DShape(psShape, frame, 0, brightness, WZCOL_BLACK, pieFlag | pie_ADDITIVE, EFFECT_MUZZLE_ADDITIVE);
											}
										}
									}
								}
							}
						}
						/* Pop Matrix */
						pie_MatEnd();
					}
				}
				break;

			case DROID_SENSOR:
			case DROID_CONSTRUCT:
			case DROID_CYBORG_CONSTRUCT:
			case DROID_ECM:
			case DROID_REPAIR:
			case DROID_CYBORG_REPAIR:
			{
				Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime);

				switch (psDroid->droidType)
				{
				default: ASSERT(false, "...");
				case DROID_SENSOR:
					psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the sensor graphic, assuming it's there */
					psShape = SENSOR_IMD(psDroid, psDroid->player);
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the construct graphic assuming it's there */
					psShape = CONSTRUCT_IMD(psDroid, psDroid->player);
					break;
				case DROID_ECM:
					psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the ECM graphic assuming it's there.... */
					psShape = ECM_IMD(psDroid, psDroid->player);
					break;
				case DROID_REPAIR:
				case DROID_CYBORG_REPAIR:
					psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player);
					/* Get the Repair graphic assuming it's there.... */
					psShape = REPAIR_IMD(psDroid, psDroid->player);
					break;
				}
				/*	Get the mounting graphic - we've already moved to the right position
				Allegedly - all droids will have a mount graphic so this shouldn't
				fall on it's arse......*/
				//sensor and cyborg and ecm uses connectors[0]
				pie_MatBegin();
				//reset Z?
				dummyZ = pie_RotateProject(&zero, &screenCoords);
				/* vtol weapons inverted */
				if ( iConnector >= VTOL_CONNECTOR_START )
				{
					pie_MatRotZ(65536/2);  //this might affect gun rotation
				}

				pie_TRANSLATE( psShapeTemp->connectors[0].x,
							   psShapeTemp->connectors[0].z,
							   psShapeTemp->connectors[0].y  );

				pie_MatRotY(-rot.direction);
				/* Draw it */
				if (psMountShape)
				{
					pie_Draw3DShape(psMountShape, 0, colour, brightness, specular, pieFlag, iPieData);
				}

				/* translate for construct mount point if cyborg */
				if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors)
				{
					pie_TRANSLATE(psMountShape->connectors[0].x,
					              psMountShape->connectors[0].z,
					              psMountShape->connectors[0].y);
				}

				/* Draw it */
				if(psShape)
				{
					pie_Draw3DShape(psShape, 0, colour, brightness, specular, pieFlag, iPieData);

					// In repair droid case only:
					if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) &&
					    psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR)
					{
						SPACETIME st = interpolateObjectSpacetime((SIMPLE_OBJECT *)psDroid, graphicsTime);
						Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime);

						pie_TRANSLATE( psShape->connectors[0].x,
									   psShape->connectors[0].z,
									   psShape->connectors[0].y  );
						pie_TRANSLATE(0,-20,0);

						psShape = getImdFromIndex(MI_FLAME);

						/* Rotate for droid */
						pie_MatRotY(st.rot.direction);
						pie_MatRotX(-st.rot.pitch);
						pie_MatRotZ(-st.rot.roll);
						//rotate Y
						pie_MatRotY(rot.direction);

						pie_MatRotY(-player.r.y);
						pie_MatRotX(-player.r.x);
							/* Dither on software */

						pie_Draw3DShape(psShape, getModularScaledGraphicsTime(100, psShape->numFrames), 0, brightness, WZCOL_BLACK, pie_ADDITIVE, 140);
							/* Dither off software */

						pie_MatRotX(player.r.x);
						pie_MatRotY(player.r.y);
					}
				}
				/* Pop Matrix */
				pie_MatEnd();
				break;
			}
			case DROID_PERSON:
				// no extra mounts for people
				break;
			default:
				ASSERT(!"invalid droid type", "Whoa! Weirdy type of droid found in drawComponentObject!!!");
				break;
			}
		}
		/*	We've also got a handle on the psShape here for the weapon which has a connector to point to
			muzzle flash attachment points - just grab it from psShape->connectors->[x|y|z] */
	} // end of illustrative indentation - see above

	/* set default components transparent */
	if ( psDroid->asBits[COMP_PROPULSION].nStat == 0 )
	{
		pieFlag  |= pie_TRANSLUCENT;
		iPieData  = DEFAULT_COMPONENT_TRANSLUCENCY;
	}
	else
	{
		pieFlag  &= ~pie_TRANSLUCENT;
		iPieData = 0;
	}

	psShape = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid));
	if(psShape!=NULL)
	{
		pie_Draw3DShape(psShape, 0, colour, brightness, specular, pieFlag, iPieData);
	}
}
Beispiel #20
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid, const glm::mat4 &viewMatrix)
{
	Vector3i position, rotation;
	Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Get the real position */
	position.x = st.pos.x - player.p.x;
	position.z = -(st.pos.y - player.p.z);
	position.y = st.pos.z;

	if (isTransporter(psDroid))
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	/* Rotate for droid */
	glm::mat4 modelMatrix = glm::translate(glm::vec3(position)) *
		glm::rotate(UNDEG(rotation.y), glm::vec3(0.f, 1.f, 0.f)) *
		glm::rotate(UNDEG(rotation.x), glm::vec3(1.f, 0.f, 0.f)) *
		glm::rotate(UNDEG(rotation.z), glm::vec3(0.f, 0.f, 1.f));

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		modelMatrix *= objectShimmy((BASE_OBJECT *) psDroid);
	}

	// now check if the projected circle is within the screen boundaries
	if(!clipDroidOnScreen(psDroid, viewMatrix * modelMatrix))
	{
		return;
	}

	if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME)
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand() % 8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90 + rand() % 20);
		addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, nullptr, 0);
	}

	if (psDroid->visible[selectedPlayer] == UBYTE_MAX)
	{
		//ingame not button object
		//should render 3 mounted weapons now
		if (displayCompObj(psDroid, false, viewMatrix * modelMatrix))
		{
			// did draw something to the screen - update the framenumber
			psDroid->sDisplay.frameNumber = frameGetFrameNumber();
		}
	}
	else
	{
		int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
		if (pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2, viewMatrix * modelMatrix))
		{
			psDroid->sDisplay.frameNumber = frameGetFrameNumber();
		}
	}
}
Beispiel #21
0
static void sharedStructureButton(STRUCTURE_STATS *Stats, iIMDShape *strImd, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	iIMDShape *baseImd, *mountImd[STRUCT_MAXWEAPS], *weaponImd[STRUCT_MAXWEAPS];
	Vector3i pos = *Position;

	/* HACK HACK HACK!
	if its a 'tall thin (ie tower)' structure stat with something on the top - offset the position to show the object on top */
	if (strImd->nconnectors && scale == SMALL_STRUCT_SCALE && getStructureStatHeight(Stats) > TOWER_HEIGHT)
	{
		pos.y -= 20;
	}

	setMatrix(&pos, Rotation, scale);

	/* Draw the building's base first */
	baseImd = Stats->pBaseIMD;

	if (baseImd != NULL)
	{
		pie_Draw3DShape(baseImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
	}
	pie_Draw3DShape(strImd, 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);

	//and draw the turret
	if (strImd->nconnectors)
	{
		weaponImd[0] = NULL;
		mountImd[0] = NULL;
		for (int i = 0; i < Stats->numWeaps; i++)
		{
			weaponImd[i] = NULL;//weapon is gun ecm or sensor
			mountImd[i] = NULL;
		}
		//get an imd to draw on the connector priority is weapon, ECM, sensor
		//check for weapon
		//can only have the STRUCT_MAXWEAPS
		for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
		{
			//can only have the one
			if (Stats->psWeapStat[i] != NULL)
			{
				weaponImd[i] = Stats->psWeapStat[i]->pIMD;
				mountImd[i] = Stats->psWeapStat[i]->pMountGraphic;
			}

			if (weaponImd[i] == NULL)
			{
				//check for ECM
				if (Stats->pECM != NULL)
				{
					weaponImd[i] =  Stats->pECM->pIMD;
					mountImd[i] =  Stats->pECM->pMountGraphic;
				}
			}

			if (weaponImd[i] == NULL)
			{
				//check for sensor
				if (Stats->pSensor != NULL)
				{
					weaponImd[i] =  Stats->pSensor->pIMD;
					mountImd[i]  =  Stats->pSensor->pMountGraphic;
				}
			}
		}

		//draw Weapon/ECM/Sensor for structure
		if (weaponImd[0] != NULL)
		{
			for (int i = 0; i < MAX(1, Stats->numWeaps); i++)
			{
				pie_MatBegin();
				pie_TRANSLATE(strImd->connectors[i].x, strImd->connectors[i].z, strImd->connectors[i].y);
				if (mountImd[i] != NULL)
				{
					pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
					if (mountImd[i]->nconnectors)
					{
						pie_TRANSLATE(mountImd[i]->connectors->x, mountImd[i]->connectors->z, mountImd[i]->connectors->y);
					}
				}
				pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, pie_BUTTON, 0);
				//we have a droid weapon so do we draw a muzzle flash
				pie_MatEnd();
			}
		}
	}

	unsetMatrix();
}