Example #1
0
bool C4MaterialMap::CrossMapMaterials(const char* szEarthMaterial) // Called after load
{
	// Check material number
	if (::MaterialMap.Num>C4MaxMaterial)
		{ LogFatal(LoadResStr("IDS_PRC_TOOMANYMATS")); return false; }
	// build reaction function map
	delete [] ppReactionMap;
	typedef C4MaterialReaction * C4MaterialReactionPtr;
	ppReactionMap = new C4MaterialReactionPtr[(Num+1)*(Num+1)];
	for (int32_t iMatPXS=-1; iMatPXS<Num; iMatPXS++)
	{
		C4Material *pMatPXS = (iMatPXS+1) ? Map+iMatPXS : NULL;
		for (int32_t iMatLS=-1; iMatLS<Num; iMatLS++)
		{
			C4MaterialReaction *pReaction = NULL;
			C4Material *pMatLS  = ( iMatLS+1) ? Map+ iMatLS : NULL;
			// natural stuff: material conversion here?
			if (pMatPXS && pMatPXS->sInMatConvert.getLength() && SEqualNoCase(pMatPXS->sInMatConvert.getData(), pMatLS ? pMatLS->Name : C4TLS_MatSky))
				pReaction = &DefReactConvert;
			// non-sky reactions
			else if (pMatPXS && pMatLS)
			{
				// incindiary vs extinguisher
				if ((pMatPXS->Incendiary && pMatLS->Extinguisher) || (pMatPXS->Extinguisher && pMatLS->Incendiary))
					pReaction = &DefReactPoof;
				// incindiary vs inflammable
				else if ((pMatPXS->Incendiary && pMatLS->Inflammable) || (pMatPXS->Inflammable && pMatLS->Incendiary))
					pReaction = &DefReactIncinerate;
				// corrosive vs corrode
				else if (pMatPXS->Corrosive && pMatLS->Corrode)
					pReaction = &DefReactCorrode;
				// liquid hitting liquid or solid: Material insertion
				else if (DensityLiquid(MatDensity(iMatPXS)) && DensitySemiSolid(MatDensity(iMatLS)))
					pReaction = &DefReactInsert;
				// solid hitting solid: Material insertion
				else if (DensitySolid(MatDensity(iMatPXS)) && DensitySolid(MatDensity(iMatLS)))
					pReaction = &DefReactInsert;
			}
			// assign the function; or NULL for no reaction
			SetMatReaction(iMatPXS, iMatLS, pReaction);
		}
	}
	// reset max shape size
	max_shape_width=max_shape_height=0;
	// material-specific initialization
	int32_t cnt;
	for (cnt=0; cnt<Num; cnt++)
	{
		C4Material *pMat = Map+cnt;
		const char *szTextureOverlay = NULL;
		// newgfx: init pattern
		if (Map[cnt].sTextureOverlay.getLength())
			if (::TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
			{
				szTextureOverlay = Map[cnt].sTextureOverlay.getData();
				// backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag
				if (Map[cnt].OverlayType & C4MatOv_None)
				{
					DebugLogF("Error in overlay of material %s: Flag C4MatOv_None ignored because a custom overlay (%s) was specified!", Map[cnt].Name, szTextureOverlay);
					Map[cnt].OverlayType &= ~C4MatOv_None;
				}
			}
		// default to first texture in texture map
		int iTexMapIx;
		if (!szTextureOverlay && (iTexMapIx = ::TextureMap.GetIndex(Map[cnt].Name, NULL, false)))
			szTextureOverlay = TextureMap.GetEntry(iTexMapIx)->GetTextureName();
		// default to smooth
		if (!szTextureOverlay)
			szTextureOverlay = "none";
		// search/create entry in texmap
		Map[cnt].DefaultMatTex = ::TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, true,
		                         FormatString("DefaultMatTex of mat %s", Map[cnt].Name).getData());
		// init PXS facet
		C4Surface * sfcTexture;
		C4Texture * Texture;
		if (Map[cnt].sPXSGfx.getLength())
			if ((Texture=::TextureMap.GetTexture(Map[cnt].sPXSGfx.getData())))
				if ((sfcTexture=Texture->Surface32))
					Map[cnt].PXSFace.Set(sfcTexture, Map[cnt].PXSGfxRt.x, Map[cnt].PXSGfxRt.y, Map[cnt].PXSGfxRt.Wdt, Map[cnt].PXSGfxRt.Hgt);
		// evaluate reactions for that material
		for (unsigned int iRCnt = 0; iRCnt < pMat->CustomReactionList.size(); ++iRCnt)
		{
			C4MaterialReaction *pReact = &(pMat->CustomReactionList[iRCnt]);
			if (pReact->sConvertMat.getLength()) pReact->iConvertMat = Get(pReact->sConvertMat.getData()); else pReact->iConvertMat = -1;
			// evaluate target spec
			int32_t tmat;
			if (MatValid(tmat=Get(pReact->TargetSpec.getData())))
			{
				// single material target
				if (pReact->fInverseSpec)
					for (int32_t cnt2=-1; cnt2<Num; cnt2++) {
						if (cnt2!=tmat)
							SetMatReaction(cnt, cnt2, pReact);
						else
							SetMatReaction(cnt, tmat, pReact);
					}
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "All"))
			{
				// add to all materials, including sky
				if (!pReact->fInverseSpec) for (int32_t cnt2=-1; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Solid"))
			{
				// add to all solid materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "SemiSolid"))
			{
				// add to all semisolid materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySemiSolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Background"))
			{
				// add to all BG materials, including sky
				if (!pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Density != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Sky"))
			{
				// add to sky
				if (!pReact->fInverseSpec)
					SetMatReaction(cnt, -1, pReact);
				else
					for (int32_t cnt2=0; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Incendiary") || SEqualNoCase(pReact->TargetSpec.getData(), "Incindiary"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Incendiary == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Extinguisher"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Extinguisher == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Inflammable"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Inflammable == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrosive"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrosive == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrode"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrode == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
		}
	}
	// second loop (DefaultMatTex is needed by GetIndexMatTex)
	for (cnt=0; cnt<Num; cnt++)
	{
		if (Map[cnt].sBlastShiftTo.getLength())
			Map[cnt].BlastShiftTo=::TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), NULL, true, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
		if (Map[cnt].sInMatConvertTo.getLength())
			Map[cnt].InMatConvertTo=Get(Map[cnt].sInMatConvertTo.getData());
		if (Map[cnt].sBelowTempConvertTo.getLength())
			Map[cnt].BelowTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), NULL, true, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
		if (Map[cnt].sAboveTempConvertTo.getLength())
			Map[cnt].AboveTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), NULL, true, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
	}

	// Get hardcoded system material indices
	const C4TexMapEntry* earth_entry = ::TextureMap.GetEntry(::TextureMap.GetIndexMatTex(szEarthMaterial));
	if(!earth_entry)
		{ LogFatal(FormatString("Earth material \"%s\" not found!", szEarthMaterial).getData()); return false; }

	MVehic     = Get("Vehicle");     MCVehic     = Mat2PixColDefault(MVehic);
	MHalfVehic = Get("HalfVehicle"); MCHalfVehic = Mat2PixColDefault(MHalfVehic);
	MTunnel    = Get("Tunnel");
	MWater     = Get("Water");
	MEarth     = Get(earth_entry->GetMaterialName());

	if ((MVehic==MNone) || (MTunnel==MNone))
		{ LogFatal(LoadResStr("IDS_PRC_NOSYSMATS")); return false; }

	return true;
}
Example #2
0
void C4PXSSystem::Draw(C4TargetFacet &cgo)
{
	// Draw PXS in this region
	C4Rect VisibleRect(cgo.TargetX, cgo.TargetY, cgo.Wdt, cgo.Hgt);
	VisibleRect.Enlarge(20);

	// Go through all PXS and build vertex arrays. The vertex arrays are
	// then submitted to the GL in one go.
	std::vector<C4BltVertex> pixVtx;
	std::vector<C4BltVertex> lineVtx;
	std::map<int, std::vector<C4BltVertex> > bltVtx;
	// TODO: reserve some space to avoid too many allocations
	// TODO: keep vertex mem allocated between draw invocations

	float cgox = cgo.X - cgo.TargetX, cgoy = cgo.Y - cgo.TargetY;
	// First pass: draw simple PXS (lines/pixels)
	unsigned int cnt;
	for (cnt=0; cnt < PXSMaxChunk; cnt++)
	{
		if (Chunk[cnt] && iChunkPXS[cnt])
		{
			C4PXS *pxp = Chunk[cnt];
			for (unsigned int cnt2 = 0; cnt2 < PXSChunkSize; cnt2++, pxp++)
				if (pxp->Mat != MNone && VisibleRect.Contains(fixtoi(pxp->x), fixtoi(pxp->y)))
				{
					C4Material *pMat = &::MaterialMap.Map[pxp->Mat];
					const DWORD dwMatClr = ::Landscape.GetPal()->GetClr((BYTE) (Mat2PixColDefault(pxp->Mat)));
					if(pMat->PXSFace.Surface)
					{
						int32_t pnx, pny;
						pMat->PXSFace.GetPhaseNum(pnx, pny);
						int32_t fcWdt = pMat->PXSFace.Wdt;
						int32_t fcHgt = pMat->PXSFace.Hgt;
						// calculate draw width and tile to use (random-ish)
						uint32_t size = (1103515245 * (cnt * PXSChunkSize + cnt2) + 12345) >> 3;
						float z = pMat->PXSGfxSize * (0.625f + 0.05f * int(size % 16));
						pny = (cnt2 / pnx) % pny; pnx = cnt2 % pnx;

						const float w = z;
						const float h = z * fcHgt / fcWdt;
						const float x1 = fixtof(pxp->x) + cgox + z * pMat->PXSGfxRt.tx / fcWdt;
						const float y1 = fixtof(pxp->y) + cgoy + z * pMat->PXSGfxRt.ty / fcHgt;
						const float x2 = x1 + w;
						const float y2 = y1 + h;

						const float sfcWdt = pMat->PXSFace.Surface->Wdt;
						const float sfcHgt = pMat->PXSFace.Surface->Hgt;

						C4BltVertex vtx[6];
						vtx[0].tx = (pnx + 0.f) * fcWdt / sfcWdt; vtx[0].ty = (pny + 0.f) * fcHgt / sfcHgt;
						vtx[0].ftx = x1; vtx[0].fty = y1;
						vtx[1].tx = (pnx + 1.f) * fcWdt / sfcWdt; vtx[1].ty = (pny + 0.f) * fcHgt / sfcHgt;
						vtx[1].ftx = x2; vtx[1].fty = y1;
						vtx[2].tx = (pnx + 1.f) * fcWdt / sfcWdt; vtx[2].ty = (pny + 1.f) * fcHgt / sfcHgt;
						vtx[2].ftx = x2; vtx[2].fty = y2;
						vtx[3].tx = (pnx + 0.f) * fcWdt / sfcWdt; vtx[3].ty = (pny + 1.f) * fcHgt / sfcHgt;
						vtx[3].ftx = x1; vtx[3].fty = y2;
						DwTo4UB(0xFFFFFFFF, vtx[0].color);
						DwTo4UB(0xFFFFFFFF, vtx[1].color);
						DwTo4UB(0xFFFFFFFF, vtx[2].color);
						DwTo4UB(0xFFFFFFFF, vtx[3].color);
						vtx[4] = vtx[2];
						vtx[5] = vtx[0];

						std::vector<C4BltVertex>& vec = bltVtx[pxp->Mat];
						vec.push_back(vtx[0]);
						vec.push_back(vtx[1]);
						vec.push_back(vtx[2]);
						vec.push_back(vtx[3]);
						vec.push_back(vtx[4]);
						vec.push_back(vtx[5]);
					}
					else
					{
						// old-style: unicolored pixels or lines
						if (fixtoi(pxp->xdir) || fixtoi(pxp->ydir))