Example #1
0
static t_litem	*print_list_item(t_dir_item *item, int *total, char *params)
{
    t_litem	*line;
    int		i;

    i = 0;
    line = NULL;
    t_litem_push(&line, get_rights(item->prop.st_mode));
    t_litem_push(&line, t_litem_new(ft_itoa(item->prop.st_nlink)));
    if (getpwuid(item->prop.st_uid) != NULL)
        t_litem_push(&line,
                     t_litem_new(ft_strdup(getpwuid(item->prop.st_uid)->pw_name)));
    else
        t_litem_push(&line, t_litem_new(ft_itoa((long)(item->prop.st_uid))));
    if (getgrgid(item->prop.st_gid) != NULL)
        t_litem_push(&line,
                     t_litem_new(ft_strdup(getgrgid(item->prop.st_gid)->gr_name)));
    else
        t_litem_push(&line, t_litem_new(ft_itoa((long)(item->prop.st_gid))));
    if (S_ISCHR(item->prop.st_mode) || S_ISBLK(item->prop.st_mode))
        t_litem_push(&line, t_litem_new(get_maj_min(item->prop.st_rdev)));
    else
        t_litem_push(&line, t_litem_new(ft_itoa((long)item->prop.st_size)));
    t_litem_push(&line, get_date(item));
    t_litem_push(&line, t_litem_new(get_item_name(item, params)));
    *(total) += (int)(item->prop.st_blocks);
    return (line);
}
Example #2
0
	virtual bool
	context_get_display(
		unsigned int			index,
		metadb_handle_list_cref	tracks,
		pfc::string_base&		out,
		unsigned int&			/*displayflags*/,
		const GUID&				/*caller*/
	)
	{
		switch(index)
		{
			case Items::ReplaceWithBestVersion:
			{
				out = "Replace with best version of track";

				if(tracks.get_count() > 1)
				{
					out.add_string("s");
				}

				return true;
			}

			default:
			{
				// Nothing wants to customise the display of the item; let the regular name be displayed.
				get_item_name(index, out);
				return true;
			}
		}
	}
Example #3
0
/**
 * \brief Draws the treasure.
 * \param dst_surface the surface where to draw
 * \param x the treasure x position on this surface
 * \param y the treasure y position on this surface
 */
void Treasure::draw(Surface& dst_surface, int x, int y) {

  if (sprite == NULL) {
    // create the sprite only if needed (many treasures are actually never drawn)
    sprite = new Sprite("entities/items");
    sprite->set_current_animation(get_item_name());
    sprite->set_current_direction(get_variant() - 1);
  }

  // draw the item
  sprite->draw(dst_surface, x, y);
}
Example #4
0
/**
 * \brief Draws the treasure.
 * \param dst_surface The surface where to draw.
 * \param x The treasure x position on this surface.
 * \param y The treasure y position on this surface.
 */
void Treasure::draw(const SurfacePtr& dst_surface, int x, int y) {

  if (sprite == nullptr) {
    // Create the sprite only if needed (many treasures are actually
    // never drawn).
    sprite = std::make_shared<Sprite>("entities/items");
    sprite->set_current_animation(get_item_name());
    sprite->set_current_direction(get_variant() - 1);
  }

  // Draw the item.
  sprite->draw(dst_surface, x, y);
}
Example #5
0
int get_burn_parts_from_img(HIMAGE hImg, ConfigPara_t* pcfgPara)
{
    BurnParts_t* pburnPartsCfg = &pcfgPara->burnParts;
    int i = 0;
    int ret = 0;
    int burnNum = 0;
    const int totalItemNum = get_total_itemnr(hImg);

    for (i = 0; i < totalItemNum; i++)
    {
        const char* main_type = NULL;
        const char* sub_type  = NULL;

        ret = get_item_name(hImg, i, &main_type, &sub_type);
        if (ret) {
            DWN_ERR("Exception:fail to get item name!\n");
            return __LINE__;
        }

        if (!strcmp("PARTITION", main_type))
        {
            char* partName = pburnPartsCfg->burnParts[burnNum];

            if (!strcmp("bootloader", sub_type)) continue;
            if (!strcmp(AML_SYS_RECOVERY_PART, sub_type))
            {
                    if (OPTIMUS_WORK_MODE_SYS_RECOVERY == optimus_work_mode_get()) continue;
            }

            strcpy(partName, sub_type);
            pburnPartsCfg->bitsMap4BurnParts |= 1U<<burnNum;
            burnNum += 1;
        }
    }

    if (burnNum)
    {
        pburnPartsCfg->burn_num = burnNum;

        ret = check_cfg_burn_parts(pcfgPara);
        if (ret) {
            DWN_ERR("Fail in check burn parts\n");
            return __LINE__;
        }
        print_burn_parts_para(pburnPartsCfg);
    }

    return OPT_DOWN_OK;
}
Example #6
0
void course_render_init() {
	
	free(treeLocsOrderedByZ);
	
	tree_t* treeLocs = get_tree_locs();
	int numTrees = get_num_trees();
	treeLocsOrderedByZ = (tree_t*)malloc(sizeof(tree_t)*numTrees);
	memcpy(treeLocsOrderedByZ,treeLocs,sizeof(tree_t)*numTrees);
	order_trees_by_z(treeLocsOrderedByZ,numTrees);
	first_tree_to_check=0;
	itemLocs = get_item_locs();
	numItems = get_num_items();
	int i;
	for (i=0;i<numItems;i++) {
		if (itemLocs[i].item_type == kStartType) {
			char* name = get_item_name(itemLocs[i].item_type);
			TRDebugLog("item name : %s, itemType = %d coord x = %f et coord y = %f\n",name, itemLocs[i].item_type,itemLocs[i].ray.pt.x,itemLocs[i].ray.pt.y);	
		}	
	}
}
Example #7
0
bool MeshLibrary::_get(const StringName& p_name,Variant &r_ret) const {

	String name=p_name;
	int idx = name.get_slice("/",1).to_int();
	ERR_FAIL_COND_V(!item_map.has(idx),false);
	String what = name.get_slice("/",2);

	if(what=="name")
		r_ret= get_item_name(idx);
	else if(what=="mesh")
		r_ret= get_item_mesh(idx);
	else if(what=="shape")
		r_ret= get_item_shape(idx);
	else if(what=="preview")
		r_ret= get_item_preview(idx);
	else
		return false;

	return true;
}
Example #8
0
void MainMenu::build_menu_item(Fl_XmlNode *node)
{
    if(!node) return;

    int type = str_to_type(node->get_attribute("Type"));
    if(type==ITEM_NONE) return;

    Fl_Widget *w=0;
    EItemGroup *g=0;
    EItem *i=0;

    switch(type) {
    case ITEM_EXEC:
        i = new EItem(this);
        i->callback((Fl_Callback*)cb_exec_item);
        set_exec(i, node->get_attribute("Exec"));
        i->image(run_pix);
        w = (Fl_Widget *)i;
        break;

    case ITEM_APPDIR:
        g = new EItemGroup(this, APP_GROUP);
        g->image(programs_pix);
        g->dir(get_item_dir(node));
        break;

    case ITEM_SUBDIR:
        g = new EItemGroup(this, APP_GROUP);
        g->image(programs_pix);
        break;

    case ITEM_FILEBROWSER:
        g = new EItemGroup(this, BROWSER_GROUP);
        g->dir(get_item_dir(node));
        g->image(find_pix);
        break;

    case ITEM_DIVIDER:
        w = (Fl_Widget *)new Fl_Menu_Divider();
        break;
    }

    if(g) {
        g->begin();
        w = (Fl_Widget*)g;
    }

    Fl_Image *im=0;
    if(node->has_attribute("Icon")) {
        im = find_image(node->get_attribute("Icon"));
    } else {
        Fl_String im_path(node->get_attribute("Exec"));
        im_path += ".png";
        im = find_image(im_path);
    }
    if(im) w->image(im);

    Fl_String label = get_item_name(node);
    w->label(label);

    for(uint n=0; n<node->children(); n++) {
        Fl_XmlNode *np = node->child(n);
        if((np->is_element() || np->is_leaf()) && np->name()=="Item")
            build_menu_item(np);
    }

    if(w->is_group())
        ((Fl_Group*)w)->end();
}
Example #9
0
/* This should probably go to a gworld first, or something */
static void update_inventory_panel(
	boolean force_redraw)
{
	short section_items[NUMBER_OF_ITEMS];
	short section_counts[NUMBER_OF_ITEMS];
	short section_count, loop;
	short item_type, current_row;

	if(INVENTORY_IS_DIRTY(current_player) || force_redraw)
	{
		screen_rectangle *destination= get_interface_rectangle(_inventory_rect);
		screen_rectangle text_rectangle;
		short total_inventory_line_count= count_inventory_lines(current_player_index);
		short max_lines= max_displayable_inventory_lines();
	
		/* Recalculate and redraw.. */
		item_type= GET_CURRENT_INVENTORY_SCREEN(current_player);
					
		/* Reset the row.. */
		current_row= 0;
		if(item_type!=_network_statistics)
		{
			/* Get the types and names */
			calculate_player_item_array(current_player_index, item_type,
				section_items, section_counts, &section_count);
		}

		/* Draw the header. */
		get_header_name(temporary, item_type);
		draw_inventory_header(temporary, current_row++);

		/* Draw the network time elapsed if timed game. */
		if (item_type==_network_statistics && dynamic_world->game_information.game_time_remaining<60*60*TICKS_PER_SECOND)
		{
			long seconds= dynamic_world->game_information.game_time_remaining/TICKS_PER_SECOND;
			screen_rectangle destination;
			
			sprintf(temporary, "% 2d:%02d", seconds/60, seconds%60);

			calculate_inventory_rectangle_from_offset(&destination, current_row-1);
			destination.top -= 2;		//<6/17/96 AMR> Sick hack
			destination.bottom -= 2;

			/* Now draw the text. */	
			destination.left+= TEXT_INSET;
			_draw_screen_text(temporary, &destination, _right_justified, _interface_font,
				_inventory_text_color);
		}
				
		/* Erase the panel.. */
		text_rectangle= *destination;
		text_rectangle.top+= _get_font_line_height(_interface_font);
		_fill_rect(&text_rectangle, _inventory_background_color);

		if(item_type==_network_statistics)
		{
			struct player_ranking_data rankings[MAXIMUM_NUMBER_OF_PLAYERS];
	
			calculate_player_rankings(rankings);
		
			/* Calculate the network statistics. */
			for(loop= 0; loop<dynamic_world->player_count; ++loop)
			{
				screen_rectangle dest_rect;
				struct player_data *player= get_player_data(rankings[loop].player_index);
				short width;
				
				calculate_inventory_rectangle_from_offset(&dest_rect, current_row++);
				calculate_ranking_text(temporary, rankings[loop].ranking);

				/* Draw the player name.. */
				width= _text_width(temporary, _interface_font);
				dest_rect.right-= width;
				dest_rect.left+= TEXT_INSET;
				_draw_screen_text(player->name, &dest_rect, _center_vertical, 
					_interface_font, PLAYER_COLOR_BASE_INDEX+player->color);

				/* Now draw the ranking_text */
				dest_rect.right+= width;
				dest_rect.left= dest_rect.right-width;
				_draw_screen_text(temporary, &dest_rect, _center_vertical, 
					_interface_font, PLAYER_COLOR_BASE_INDEX+player->color);
			}
		} else {
			/* Draw the items. */
			for(loop= 0; loop<section_count && current_row<max_lines; ++loop)
			{
				boolean valid_in_this_environment;
			
				/* Draw the item */
				get_item_name(temporary, section_items[loop], (section_counts[loop]!=1));
				valid_in_this_environment= item_valid_in_current_environment(section_items[loop]);
				draw_inventory_item(temporary, section_counts[loop], current_row++, FALSE, valid_in_this_environment);
			}
		}
		
		SET_INVENTORY_DIRTY_STATE(current_player, FALSE);
	}

	return;
}
Example #10
0
/* A change of weapon has occurred, change the weapon display panel */
static void update_weapon_panel(
	boolean force_redraw)
{
	if(force_redraw || interface_state.weapon_is_dirty)
	{
		char weapon_name[90];
		struct weapon_interface_data *definition;
		screen_rectangle *destination= get_interface_rectangle(_weapon_display_rect);
		screen_rectangle source;
		short desired_weapon= get_player_desired_weapon(current_player_index);

		/* Now we have to erase, because the panel won't do it for us.. */
		_fill_rect(destination, _inventory_background_color);
	
		if(desired_weapon != NONE)
		{
			assert(desired_weapon>=0 && desired_weapon<MAXIMUM_WEAPON_INTERFACE_DEFINITIONS);

			definition= weapon_interface_definitions+desired_weapon;
	
			/* Check if it is a multi weapon - actually special cased for the magnum... */
			if(definition->multi_weapon)
			{
#define MAGNUM_DELTA_X 97
				if(definition->item_id==_i_magnum)
				{
					/* Either way, draw the single */
					_draw_screen_shape_at_x_y(definition->weapon_panel_shape, 
						definition->standard_weapon_panel_left, 
						definition->standard_weapon_panel_top);

					if(current_player->items[definition->item_id]>1)
					{
						_draw_screen_shape_at_x_y(
							BUILD_DESCRIPTOR(_collection_interface, _left_magnum), 
							definition->standard_weapon_panel_left-MAGNUM_DELTA_X, 
							definition->standard_weapon_panel_top);
					} 
					else 
					{
						/* Draw the empty one.. */
						_draw_screen_shape_at_x_y(
							BUILD_DESCRIPTOR(_collection_interface, _left_magnum_unusable), 
							definition->standard_weapon_panel_left-MAGNUM_DELTA_X, 
							definition->standard_weapon_panel_top);
					}
				} 
				else if(definition->item_id==_i_shotgun)
				{
					if(current_player->items[definition->item_id]>1)
					{
						_draw_screen_shape_at_x_y(
							BUILD_DESCRIPTOR(_collection_interface, _double_shotgun), 
							definition->standard_weapon_panel_left, 
							definition->standard_weapon_panel_top-12);
					} else {
						_draw_screen_shape_at_x_y(definition->weapon_panel_shape, 
							definition->standard_weapon_panel_left, 
							definition->standard_weapon_panel_top);
					}
				}
			} else {
				/* Slam it to the screen! */
				if(definition->weapon_panel_shape != NONE)
				{
					_draw_screen_shape_at_x_y(definition->weapon_panel_shape, 
						definition->standard_weapon_panel_left, 
						definition->standard_weapon_panel_top);
				}
			}
		
			/* Get the weapon name.. */
			if(desired_weapon != _weapon_ball)
			{
#define strWEAPON_NAME_LIST 137
				getcstr(weapon_name, strWEAPON_NAME_LIST, desired_weapon);
			} else {
				short item_index;
				
				/* Which ball do they actually have? */
				for(item_index= BALL_ITEM_BASE; item_index<BALL_ITEM_BASE+MAXIMUM_NUMBER_OF_PLAYERS; ++item_index)
				{
					if(current_player->items[item_index]>0) break;
				}
				assert(item_index != BALL_ITEM_BASE+MAXIMUM_NUMBER_OF_PLAYERS);
				get_item_name(weapon_name, item_index, FALSE);
			}

			/* Draw the weapon name.. */
			source= *destination;
			source.top= definition->weapon_name_start_y;
			source.bottom= definition->weapon_name_end_y;
			if(definition->weapon_name_start_x != NONE)
			{
				source.left= definition->weapon_name_start_x;
			}
			
			if(definition->weapon_name_end_x != NONE)
			{
				source.right= definition->weapon_name_end_x;
			}
			
			_draw_screen_text(weapon_name, &source, _center_horizontal|_center_vertical|_wrap_text,
				_weapon_name_font, _inventory_text_color);
				
			/* And make sure that the ammo knows it needs to update */
			interface_state.ammo_is_dirty= TRUE;
		} 
		interface_state.weapon_is_dirty= FALSE;
	}
}
Example #11
0
/**
 * \brief Returns whether this treasure is empty.
 * \return true if this treasure is empty
 */
bool Treasure::is_empty() const {
  return get_item_name().empty();
}
 bool get_item_description( unsigned n, pfc::string_base & out )
 {      
    get_item_name( n, out );
    return true;
 }
Example #13
0
const chowstring & INI::get_item_name(unsigned int index)
{
    return get_item_name(current_group, index);
}
Example #14
0
	virtual bool
	context_get_display(
		unsigned int			index,
		metadb_handle_list_cref	tracks,
		pfc::string_base&		out,
		unsigned int&			displayflags,
		const GUID&				/*caller*/
	)
	{
		switch(index)
		{
			case Items::GetArtistTopTracks:
			{
				const auto& mainArtist = getMainArtist(tracks);

				const t_size stringLength = mainArtist.length();

				if(stringLength > 0)
				{
					// We have found a main artist; set the display of the item to be of the form:
					// "Artist's top tracks".
					out = mainArtist.c_str();

					// Grammar alert! Artists ending with "s" get just a "'" rather than "'s".
					if(out[stringLength - 1] == 's')
					{
						out.add_string("' top tracks");
					}
					else
					{
						out.add_string("'s top tracks");
					}
				}
				else
				{
					// Failed to find a main artist; return the normal, non-custom name for the item.
					get_item_name(index, out);
				}

				return true;
			}

			case Items::GetSimilarTracks:
			{
				if(tracks.get_count() == 0)
				{
					displayflags = FLAG_DISABLED_GRAYED;
					get_item_name(index, out);
				}
				else
				{
					out = "Get tracks similar to ";
					out.add_string(getTitle(tracks.get_item(0)).c_str());
				}

				return true;
			}

			default:
			{
				// Nothing wants to customise the display of the item; let the regular name be displayed.
				get_item_name(index, out);
				return true;
			}
		}
	}
Example #15
0
void draw_trees() 
{
    tree_t    *treeLocs;
    int       numTrees;
    scalar_t  treeRadius;
    scalar_t  treeHeight;
    int       i;
    GLuint    texture_id = 0;
    vector_t  normal;
    scalar_t  fwd_clip_limit, bwd_clip_limit, fwd_tree_detail_limit;
    
    int tree_type = -1;
    char *tree_name = 0;
    
    
    scalar_t  itemRadius;
    scalar_t  itemHeight;
    int       item_type = -1;
    char *    item_name = 0;
    item_type_t *item_types;
    
    treeLocs = treeLocsOrderedByZ;
    numTrees = get_num_trees();
    item_types = get_item_types();
    
    fwd_clip_limit = getparam_forward_clip_distance();
    bwd_clip_limit = getparam_backward_clip_distance();
    fwd_tree_detail_limit = getparam_tree_detail_distance();
    
    set_gl_options( TREES );
    
    glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
    set_material( white, black, 1.0 );
    
#ifdef __APPLE__
#undef glVertexPointer
#undef glTexCoordPointer
#undef glEnableClientState
#undef glDisableClientState
#undef glDrawArrays
    static const GLfloat verticesTree []=
    {
        -1.0, 0.0, 0.0,
        1.0, 0.0, 0.0,
        1.0, 1.0, 0.0,
        -1.0, 1.0, 0.0,
        -1.0, 0.0, 0.0,
        1.0, 1.0, 0.0,
        
        0.0, 0.0, -1.0,
        0.0, 0.0,  1.0,
        0.0, 1.0,  1.0,
        0.0, 1.0, -1.0,
        0.0, 0.0, -1.0,
        0.0, 1.0,  1.0,
        
    };
    static const GLfloat texCoordsTree []=
    {
        0.0, 0.0 ,
        1.0, 0.0 ,
        1.0, 1.0 ,
        0.0, 1.0 ,
        0.0, 0.0 ,
        1.0, 1.0 ,
        
        0.0, 0.0 ,
        1.0, 0.0 ,
        1.0, 1.0 ,
        0.0, 1.0 ,
        0.0, 0.0 ,
        1.0, 1.0 ,
        
    };
    glVertexPointer (3, GL_FLOAT , 0, verticesTree);
    glTexCoordPointer(2, GL_FLOAT, 0, texCoordsTree);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
    
    for (i = first_tree_to_check; i< numTrees; i++ ) {
        if ( clip_course ) {
            if ( eye_pt.z - treeLocs[i].ray.pt.z > fwd_clip_limit ) 
                //printf("break :  eye_pt.z - treeLocs[i].ray.pt.z = %f > fwd_clip_limit = %f\n",eye_pt.z - treeLocs[i].ray.pt.z,fwd_clip_limit);
                break;
            if ( treeLocs[i].ray.pt.z - eye_pt.z > bwd_clip_limit ){
                first_tree_to_check = i;
                //printf("continue : treeLocs[i].ray.pt.z - eye_pt.z = %f > bwd_clip_limit = %f\n",treeLocs[i].ray.pt.z - eye_pt.z,bwd_clip_limit);
                continue;
            }
            //printf("condition 1 : eye_pt.z - treeLocs[i].ray.pt.z = %f > fwd_clip_limit = %f\n",eye_pt.z - treeLocs[i].ray.pt.z,fwd_clip_limit);
			// printf("condition 2 : treeLocs[i].ray.pt.z - eye_pt.z = %f > bwd_clip_limit = %f\n",treeLocs[i].ray.pt.z - eye_pt.z,bwd_clip_limit);
        }
        /* verify that the correct texture is bound */
        if (treeLocs[i].tree_type != tree_type) {
            tree_type = treeLocs[i].tree_type;
            tree_name = get_tree_name(tree_type);
            if (!get_texture_binding( tree_name, &texture_id ) ) {
                texture_id = 0;
            }
            glBindTexture( GL_TEXTURE_2D, texture_id );
        }
        
        glPushMatrix();
        glTranslatef( treeLocs[i].ray.pt.x, treeLocs[i].ray.pt.y, 
                     treeLocs[i].ray.pt.z );
        
        treeRadius = treeLocs[i].diam/2.;
        treeHeight = treeLocs[i].height;
        
        normal = subtract_points( eye_pt, treeLocs[i].ray.pt );
        normalize_vector( &normal );
        
        glNormal3f( normal.x, normal.y, normal.z );
        
#ifdef __APPLE__
        glScalef(treeRadius, treeHeight, treeRadius);
        
        bool drawTwoPlanes = false;
        if ( !clip_course ||
            eye_pt.z - treeLocs[i].ray.pt.z < fwd_tree_detail_limit )
            drawTwoPlanes = true;
        
        glDrawArrays(GL_TRIANGLES, 0, 6 + drawTwoPlanes ? 6 : 0);
        
#else
        glBegin( GL_QUADS );
        glTexCoord2f( 0., 0. );
        glVertex3f( -treeRadius, 0.0, 0.0 );
        glTexCoord2f( 1., 0. );
        glVertex3f( treeRadius, 0.0, 0.0 );
        glTexCoord2f( 1., 1. );
        glVertex3f( treeRadius, treeHeight, 0.0 );
        glTexCoord2f( 0., 1. );
        glVertex3f( -treeRadius, treeHeight, 0.0 );
        
        if ( !clip_course ||
            eye_pt.z - treeLocs[i].ray.pt.z < fwd_tree_detail_limit )
        {
            glTexCoord2f( 0., 0. );
            glVertex3f( 0.0, 0.0, -treeRadius );
            glTexCoord2f( 1., 0. );
            glVertex3f( 0.0, 0.0, treeRadius );
            glTexCoord2f( 1., 1. );
            glVertex3f( 0.0, treeHeight, treeRadius );
            glTexCoord2f( 0., 1. );
            glVertex3f( 0.0, treeHeight, -treeRadius );
        }
        
        glEnd();
        
#endif
        
        glPopMatrix();
    } 
    
	
	
	
#ifdef __APPLE__
	static const GLfloat verticesItem []=
	{
		-1.0, 0.0,  1.0,
		1.0, 0.0, -1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0,  1.0,
		-1.0, 0.0,  1.0,
		1.0, 1.0, -1.0,
	};
	
	static const GLfloat texCoordsItem []=
	{
		0.0, 0.0 ,
		1.0, 0.0 ,
		1.0, 1.0 ,
		0.0, 1.0 ,
		0.0, 0.0 ,
		1.0, 1.0 ,
	};
	glVertexPointer (3, GL_FLOAT , 0, verticesItem);
	glTexCoordPointer(2, GL_FLOAT, 0, texCoordsItem);
#endif
	texture_id = 0;
	for (i = 0; i< numItems; i++ ) {
#ifdef __APPLE__
		if (g_game.is_speed_only_mode || !g_game.practicing) {
			if ( itemLocs[i].collectable == 1) {
				/* In speed mode or in tutorial we don't want to draw fishes*/
				continue;
			}
		}
#endif
		if ( itemLocs[i].collectable == 0 || itemLocs[i].drawable == False) {
			/* already collected or not to be drawn*/
			continue;
		}
		if ( clip_course ) {
			if ( eye_pt.z - itemLocs[i].ray.pt.z > fwd_clip_limit ) 
				continue;
			
			if ( itemLocs[i].ray.pt.z - eye_pt.z > bwd_clip_limit )
				continue;
		}
		
		/*  load texture id if needed */
		if (!itemLocs[i].sponsor_binded)
		{
			itemLocs[i].sponsor_binded = True;

			if(itemLocs[i].item_type == kFlagType)
			{
				int r = rand() % 2;
				item_name = r ? "flag_furlan" : "flag_zag";		/*un drapeau sur 2 portera le logo zag ou furlan, au hasard*/			
			}
			else {
				item_name = get_item_name(itemLocs[i].item_type);
			}
			if (!get_texture_binding( item_name, &itemLocs[i].tid ) ) {
				itemLocs[i].tid = 0;
			}
		}

		/* verify that the correct texture is bound */
		if (itemLocs[i].tid != texture_id) {
			glBindTexture( GL_TEXTURE_2D, itemLocs[i].tid );
			texture_id = itemLocs[i].tid;
		}
				
		glPushMatrix();
		{
			glTranslatef( itemLocs[i].ray.pt.x, itemLocs[i].ray.pt.y, 
						 itemLocs[i].ray.pt.z );
			
			itemRadius = itemLocs[i].diam/2.;
			itemHeight = itemLocs[i].height;
			
			if ( item_types[item_type].use_normal ) {
				normal = item_types[item_type].normal;
			} else {
				normal = subtract_points( eye_pt, itemLocs[i].ray.pt );
				normalize_vector( &normal );
			}
			
			if (normal.y == 1.0) {
				continue;
			}
			
			glNormal3f( normal.x, normal.y, normal.z );
			
			normal.y = 0.0;
			normalize_vector( &normal );
			
#ifdef __APPLE__
			glScalef(itemRadius*normal.z, itemHeight, itemRadius*normal.x);
			glDrawArrays(GL_TRIANGLES, 0, 6);
#else
			
			glBegin( GL_QUADS );
			{
				glTexCoord2f( 0., 0. );
				glVertex3f( -itemRadius*normal.z, 
						   0.0, 
						   itemRadius*normal.x );
				glTexCoord2f( 1., 0. );
				glVertex3f( itemRadius*normal.z, 
						   0.0, 
						   -itemRadius*normal.x );
				glTexCoord2f( 1., 1. );
				glVertex3f( itemRadius*normal.z, 
						   itemHeight, 
						   -itemRadius*normal.x );
				glTexCoord2f( 0., 1. );
				glVertex3f( -itemRadius*normal.z, 
						   itemHeight, 
						   itemRadius*normal.x );
			}
			glEnd();
#endif
		}
		glPopMatrix();
	} 
	
#ifdef __APPLE__
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
} 
Example #16
0
	inline char const* get_name(Item const& item) { return get_item_name(item); }	
Example #17
0
/**
 * \brief Returns the equipment item corresponding to this treasure's content.
 * \return The equipment item.
 */
EquipmentItem& Treasure::get_item() const {
  return game->get_equipment().get_item(get_item_name());
}