Example #1
0
		GLvoid CRenderManager::handlePickedObjects()
		{
			// if we are ower the menu we do not have to proccess things under the cursor
			if (CV_GAME_MANAGER->getGUIManager()->getPlayGUI()->is_mouse_over_gui())
			{
				return;
			}

			// if we are not selling or buying we don't have to process blocks (just objects TODO)
			ACTION_EVENT *ae = CV_GAME_MANAGER->getGUIManager()->getLastActionEvent();
			
			// get the block we have our cousor on
			CBlock *pickedBlock = CV_GAME_MANAGER->getPickingManager()->getLastPickedBlock();

			if (pickedBlock)
			{
				GLint type = pickedBlock->getType();

				/*if (!pickedBlock->isSellable())
				{
					return;
				}*/

				sBoundingBox *bbox = pickedBlock->getBoundingBox();

				vector3f a(bbox->A);
				vector3f b(bbox->B);
				vector3f c(bbox->C);
				vector3f d(bbox->D);
				vector3f e(bbox->E);
				vector3f f(bbox->F);
				vector3f g(bbox->G);
				vector3f h(bbox->H);

				a[1]=b[1]=c[1]=d[1]=CV_BLOCK_HEIGHT+CV_BLOCK_HEIGHT/4.0f+CV_BLOCK_HEIGHT/32.0f;
				e[1]=f[1]=g[1]=h[1]=CV_BLOCK_HEIGHT/4.0f+CV_BLOCK_HEIGHT/32.0f;

				glLineWidth(4.0f);

				if (pickedBlock->isLow())
				{
					if (!(ae->message_group==AEMG_BUILD_ROOMS || ae->message_group==AEMG_BUILD_DOORS || ae->message_group==AEMG_BUILD_TRAPS))
					{
						return;
					}

					// draw the selection box					

					if (pickedBlock->isSellable(CV_CURRENT_PLAYER_ID) && ae->message == AEM_SELL)
					{
						glColor3f(0.0f,1.0f,0.0f);
					}
					else if (pickedBlock->isBuildable(CV_CURRENT_PLAYER_ID) && ae->message != AEM_SELL)
					{
						glColor3f(0.0f,1.0f,0.0f);
					}
					else
					{
						glColor3f(1.0f,0.0f,0.0f);
					}
					
					glBegin(GL_LINES);
					{
						/*glVertex3fv(&a[0]); glVertex3fv(&b[0]);
						glVertex3fv(&b[0]); glVertex3fv(&c[0]);
						glVertex3fv(&c[0]); glVertex3fv(&d[0]);
						glVertex3fv(&d[0]); glVertex3fv(&a[0]);*/

						glVertex3fv(&e[0]); glVertex3fv(&f[0]);
						glVertex3fv(&f[0]); glVertex3fv(&g[0]);
						glVertex3fv(&g[0]); glVertex3fv(&h[0]);
						glVertex3fv(&h[0]); glVertex3fv(&e[0]);

						/*glVertex3fv(&a[0]); glVertex3fv(&e[0]);
						glVertex3fv(&b[0]); glVertex3fv(&f[0]);
						glVertex3fv(&c[0]); glVertex3fv(&g[0]);
						glVertex3fv(&d[0]); glVertex3fv(&h[0]);*/
					}
					glEnd();
				}
				else
				{		
					if (!(ae->message_group==AEMG_BUILD_ROOMS || ae->message_group==AEMG_BUILD_DOORS || ae->message_group==AEMG_BUILD_TRAPS))
						glColor3f(type==CV_BLOCK_TYPE_ROCK_ID?1.0f:0.0f,type==CV_BLOCK_TYPE_ROCK_ID?0.0f:1.0f,0.0f);
					else
						glColor3f(1.0f,0.0f,0.0f);
			
					glBegin(GL_LINES);
					{
						glVertex3fv(&a[0]); glVertex3fv(&b[0]);
						glVertex3fv(&b[0]); glVertex3fv(&c[0]);
						glVertex3fv(&c[0]); glVertex3fv(&d[0]);
						glVertex3fv(&d[0]); glVertex3fv(&a[0]);

						glVertex3fv(&e[0]); glVertex3fv(&f[0]);
						glVertex3fv(&f[0]); glVertex3fv(&g[0]);
						glVertex3fv(&g[0]); glVertex3fv(&h[0]);
						glVertex3fv(&h[0]); glVertex3fv(&e[0]);

						glVertex3fv(&a[0]); glVertex3fv(&e[0]);
						glVertex3fv(&b[0]); glVertex3fv(&f[0]);
						glVertex3fv(&c[0]); glVertex3fv(&g[0]);
						glVertex3fv(&d[0]); glVertex3fv(&h[0]);
					}
					glEnd();
				}

				glLineWidth(1.0f);
			}
		}