Ejemplo n.º 1
0
Archivo: spfx.c Proyecto: pegue/naev
/**
 * @brief Renders the entire spfx layer.
 *
 *    @param layer Layer to render.
 */
void spfx_render( const int layer )
{
   SPFX *spfx_stack;
   int i, spfx_nstack;
   SPFX_Base *effect;
   int sx, sy;
   double time;

   
   /* get the appropriate layer */
   switch (layer) {
      case SPFX_LAYER_FRONT:
         spfx_stack = spfx_stack_front;
         spfx_nstack = spfx_nstack_front;
         break;

      case SPFX_LAYER_BACK:
         spfx_stack = spfx_stack_back;
         spfx_nstack = spfx_nstack_back;
         break;
   }

   /* Now render the layer */
   for (i=spfx_nstack-1; i>=0; i--) {
      effect = &spfx_effects[ spfx_stack[i].effect ];

      /* Simplifies */
      sx = (int)effect->gfx->sx;
      sy = (int)effect->gfx->sy;

      if (!paused) { /* don't calculate frame if paused */
         time = fmod(spfx_stack[i].timer,effect->anim) / effect->anim;
         spfx_stack[i].lastframe = sx * sy * MIN(time, 1.);
      }
      
      /* Renders */
      gl_blitSprite( effect->gfx, 
            VX(spfx_stack[i].pos), VY(spfx_stack[i].pos),
            spfx_stack[i].lastframe % sx,
            spfx_stack[i].lastframe / sx,
            NULL );
   }
}
Ejemplo n.º 2
0
Archivo: weapon.c Proyecto: zid/naev
/**
 * @brief Renders an individual weapon.
 *
 *    @param w Weapon to render.
 *    @param dt Current delta tick.
 */
static void weapon_render( Weapon* w, const double dt )
{
   double x,y, cx,cy, gx,gy;
   glTexture *gfx;
   double z;
   glColour c = { .r=1., .g=1., .b=1. };

   switch (w->outfit->type) {
      /* Weapons that use sprites. */
      case OUTFIT_TYPE_AMMO:
      case OUTFIT_TYPE_TURRET_AMMO:
      case OUTFIT_TYPE_BOLT:
      case OUTFIT_TYPE_TURRET_BOLT:
         gfx = outfit_gfx(w->outfit);

         /* Alpha based on strength. */
         c.a = w->strength;

         /* Outfit spins around. */
         if (outfit_isProp(w->outfit, OUTFIT_PROP_WEAP_SPIN)) {
            /* Check timer. */
            w->anim -= dt;
            if (w->anim < 0.) {
               w->anim = outfit_spin(w->outfit);

               /* Increment sprite. */
               w->sprite++;
               if (w->sprite >= gfx->sx*gfx->sy)
                  w->sprite = 0;
            }

            /* Render. */
            if (outfit_isBolt(w->outfit) && w->outfit->u.blt.gfx_end)
               gl_blitSpriteInterpolate( gfx, w->outfit->u.blt.gfx_end,
                     w->timer / w->life,
                     w->solid->pos.x, w->solid->pos.y,
                     w->sprite % (int)gfx->sx, w->sprite / (int)gfx->sx, &c );
            else
               gl_blitSprite( gfx, w->solid->pos.x, w->solid->pos.y,
                     w->sprite % (int)gfx->sx, w->sprite / (int)gfx->sx, &c );
         }
         /* Outfit faces direction. */
         else {
            if (outfit_isBolt(w->outfit) && w->outfit->u.blt.gfx_end)
               gl_blitSpriteInterpolate( gfx, w->outfit->u.blt.gfx_end,
                     w->timer / w->life,
                     w->solid->pos.x, w->solid->pos.y, w->sx, w->sy, &c );
            else
               gl_blitSprite( gfx, w->solid->pos.x, w->solid->pos.y, w->sx, w->sy, &c );
         }
         break;

      /* Beam weapons. */
      case OUTFIT_TYPE_BEAM:
      case OUTFIT_TYPE_TURRET_BEAM:
         gfx = outfit_gfx(w->outfit);

         /* Zoom. */
         gl_cameraZoomGet( &z );

         /* Position. */
         gl_cameraGet( &cx, &cy );
         gui_getOffset( &gx, &gy );
         x = (w->solid->pos.x - cx)*z + gx;
         y = (w->solid->pos.y - cy)*z + gy;

         /* Set up the matrix. */
         glMatrixMode(GL_PROJECTION);
         glPushMatrix();
            glTranslated( x, y, 0. );
            glRotated( 270. + w->solid->dir / M_PI * 180., 0., 0., 1. );

         /* Preparatives. */
         glEnable(GL_TEXTURE_2D);
         glBindTexture( GL_TEXTURE_2D, gfx->texture);
         glShadeModel(GL_SMOOTH);

         /* Actual rendering. */
         glBegin(GL_QUAD_STRIP);

            /* Start faded. */
            ACOLOUR(cWhite, 0.);

            glTexCoord2d( w->anim, 0. );
            glVertex2d( -gfx->sh/2.*z, 0. );

            glTexCoord2d( w->anim, 1. );
            glVertex2d( +gfx->sh/2.*z, 0. );

            /* Full strength. */
            COLOUR(cWhite);

            glTexCoord2d( w->anim + 10. / gfx->sw, 0. );
            glVertex2d( -gfx->sh/2.*z, 10.*z );

            glTexCoord2d( w->anim + 10. / gfx->sw, 1. );
            glVertex2d( +gfx->sh/2.*z, 10.*z );

            glTexCoord2d( w->anim + 0.8*w->outfit->u.bem.range / gfx->sw, 0. );
            glVertex2d( -gfx->sh/2.*z, 0.8*w->outfit->u.bem.range*z );

            glTexCoord2d( w->anim + 0.8*w->outfit->u.bem.range / gfx->sw, 1. );
            glVertex2d( +gfx->sh/2.*z, 0.8*w->outfit->u.bem.range*z );

            /* Fades out. */
            ACOLOUR(cWhite, 0.);

            glTexCoord2d( w->anim + w->outfit->u.bem.range / gfx->sw, 0. );
            glVertex2d( -gfx->sh/2.*z, w->outfit->u.bem.range*z );

            glTexCoord2d( w->anim + w->outfit->u.bem.range / gfx->sw, 1. );
            glVertex2d( +gfx->sh/2.*z, w->outfit->u.bem.range*z );
         glEnd(); /* GL_QUAD_STRIP */

         /* Do the beam movement. */
         w->anim -= 5. * dt;
         if (w->anim <= -gfx->sw)
            w->anim += gfx->sw;

         /* Clean up. */
         glDisable(GL_TEXTURE_2D);
         glShadeModel(GL_FLAT);
         glPopMatrix(); /* GL_PROJECTION */
         gl_checkErr();
         break;

      default:
         WARN("Weapon of type '%s' has no render implemented yet!",
               w->outfit->name);
         break;
   }
}


/**
 * @brief Checks to see if the weapon can hit the pilot.
 *
 *    @param w Weapon to check if hits pilot.
 *    @param p Pilot to check if is hit by weapon.
 *    @return 1 if can be hit, 0 if can't.
 */
static int weapon_checkCanHit( Weapon* w, Pilot *p )
{
   Pilot *parent;

   /* Can't hit invincible stuff. */
   if (pilot_isFlag(p, PILOT_INVINCIBLE))
      return 0;

   /* Can never hit same faction. */
   if (p->faction == w->faction)
      return 0;

   /* Go "through" dead pilots. */
   if (pilot_isFlag(p, PILOT_DEAD))
      return 0;

   /* Player behaves differently. */
   if (w->faction == FACTION_PLAYER) {

      /* Always hit without safety. */
      if (!weapon_safety)
         return 1;

      /* Always hit target. */
      else if (w->target == p->id)
         return 1;

      /* Always hit hostiles. */
      else if (pilot_isFlag(p, PILOT_HOSTILE))
         return 1;

      /* Always hit unbribed enemies. */
      else if (!pilot_isFlag(p, PILOT_BRIBED) &&
            areEnemies(w->faction, p->faction))
        return 1;

      /* Miss rest - can be neutral/ally. */
      else
         return 0;
   }

   /* Let hostiles hit player. */
   if (p->faction == FACTION_PLAYER) {
      parent = pilot_get(w->parent);
      if (parent != NULL) {
         if (pilot_isFlag(parent, PILOT_BRIBED))
            return 0;
         if (pilot_isFlag(parent, PILOT_HOSTILE))
            return 1;
      }
   }

   /* Hit non-allies. */
   if (areEnemies(w->faction, p->faction))
      return 1;

   return 0;
}