Exemple #1
0
void CMiniMap::HandleMessage(SGUIMessage& Message)
{
	switch (Message.type)
	{
	case GUIM_MOUSE_PRESS_LEFT:
		if (m_MouseHovering)
		{
			SetCameraPos();
			m_Clicking = true;
		}
		break;
	case GUIM_MOUSE_RELEASE_LEFT:
		if (m_MouseHovering && m_Clicking)
			SetCameraPos();
		m_Clicking = false;
		break;
	case GUIM_MOUSE_DBLCLICK_LEFT:
		if (m_MouseHovering && m_Clicking)
			SetCameraPos();
		m_Clicking = false;
		break;
	case GUIM_MOUSE_ENTER:
		m_MouseHovering = true;
		break;
	case GUIM_MOUSE_LEAVE:
		m_Clicking = false;
		m_MouseHovering = false;
		break;
	case GUIM_MOUSE_RELEASE_RIGHT:
		CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 1);
		break;
	case GUIM_MOUSE_DBLCLICK_RIGHT:
		CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 2);
		break;
	case GUIM_MOUSE_MOTION:
		if (m_MouseHovering && m_Clicking)
			SetCameraPos();
		break;
	case GUIM_MOUSE_WHEEL_DOWN:
	case GUIM_MOUSE_WHEEL_UP:
		Message.Skip();
		break;

	default:
		break;
	}
}
Exemple #2
0
void CGLTouch::CreateObjects()
{
	
	if(0)
	{
		m_img1.Make(8*3,6.4*3, 1);
		m_img1.SetUV(800,640);
		m_img1.ReloadTexture(0,"../_image/bg_frog_800x640.png");
	}
	else
	{
		m_img1.Make(6.4*3,4.8*3, 1);
		m_img1.SetUV(640,480);
		m_img1.ReloadTexture(0,"../_image/bg_frog_640x480.png");

	}
	
	SetCameraPos(dhVector(-9.6,-7.2, -26.9));
	//SetCameraPos(dhVector(-10,-7,0));
	
}
COpenGL_3D::COpenGL_3D()
{
	m_WindowWidth = m_WindowHeight = 0;		// window sizes
	SetCameraPos(0, 0, -3);
	CameraToWorldCenter();
}
Exemple #4
0
void DeadPlayerFrame (void)
{
	fix			xTimeDead, h;
	CFixVector	fVec;

if (gameStates.app.bPlayerIsDead) {
	xTimeDead = gameData.time.xGame - gameStates.app.nPlayerTimeOfDeath;

	//	If unable to create camera at time of death, create now.
	if (!gameData.objs.deadPlayerCamera) {
		CObject *playerP = OBJECTS + LOCALPLAYER.nObject;
		int nObject = CreateCamera (playerP);
		if (nObject != -1)
			gameData.objs.viewerP = gameData.objs.deadPlayerCamera = OBJECTS + nObject;
		else
			Int3 ();
		}
	h = DEATH_SEQUENCE_EXPLODE_TIME - xTimeDead;
	h = max (0, h);
	gameData.objs.consoleP->mType.physInfo.rotVel = CFixVector::Create(h / 4, h / 2, h / 3);
	xCameraToPlayerDistGoal = min (xTimeDead * 8, I2X (20)) + gameData.objs.consoleP->info.xSize;
	SetCameraPos (&gameData.objs.deadPlayerCamera->info.position.vPos, gameData.objs.consoleP);
	fVec = gameData.objs.consoleP->info.position.vPos - gameData.objs.deadPlayerCamera->info.position.vPos;
	gameData.objs.deadPlayerCamera->info.position.mOrient = CFixMatrix::CreateF(fVec);

	if (xTimeDead > DEATH_SEQUENCE_EXPLODE_TIME) {
		if (!gameStates.app.bPlayerExploded) {
		if (LOCALPLAYER.hostages.nOnBoard > 1)
			HUDInitMessage (TXT_SHIP_DESTROYED_2, LOCALPLAYER.hostages.nOnBoard);
		else if (LOCALPLAYER.hostages.nOnBoard == 1)
			HUDInitMessage (TXT_SHIP_DESTROYED_1);
		else
			HUDInitMessage (TXT_SHIP_DESTROYED_0);

#ifdef TACTILE
			if (TactileStick)
				ClearForces ();
#endif
			gameStates.app.bPlayerExploded = 1;
			if (gameData.app.nGameMode & GM_NETWORK) {
				AdjustMineSpawn ();
				MultiCapObjects ();
				}
			DropPlayerEggs (gameData.objs.consoleP);
			gameStates.app.bPlayerEggsDropped = 1;
			if (IsMultiGame)
				MultiSendPlayerExplode (MULTI_PLAYER_EXPLODE);
			gameData.objs.consoleP->ExplodeBadassPlayer ();
			//is this next line needed, given the badass call above?
			gameData.objs.consoleP->Explode (0);
			gameData.objs.consoleP->info.nFlags &= ~OF_SHOULD_BE_DEAD;		//don't really kill CPlayerData
			gameData.objs.consoleP->info.renderType = RT_NONE;				//..just make him disappear
			gameData.objs.consoleP->SetType (OBJ_GHOST);						//..and kill intersections
			LOCALPLAYER.flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
#if 0
			if (gameOpts->gameplay.bFastRespawn)
				gameStates.app.bDeathSequenceAborted = 1;
#endif
			}
		}
	else {
		if (d_rand () < gameData.time.xFrame * 4) {
			if (gameData.app.nGameMode & GM_MULTI)
				MultiSendCreateExplosion (gameData.multiplayer.nLocalPlayer);
			CreateSmallFireballOnObject (gameData.objs.consoleP, I2X (1), 1);
			}
		}
	if (gameStates.app.bDeathSequenceAborted) { //xTimeDead > DEATH_SEQUENCE_LENGTH) {
		StopPlayerMovement ();
		gameStates.app.bEnterGame = 2;
		if (!gameStates.app.bPlayerEggsDropped) {
			if (gameData.app.nGameMode & GM_NETWORK) {
				AdjustMineSpawn ();
				MultiCapObjects ();
				}
			DropPlayerEggs (gameData.objs.consoleP);
			gameStates.app.bPlayerEggsDropped = 1;
			if (gameData.app.nGameMode & GM_MULTI)
				MultiSendPlayerExplode (MULTI_PLAYER_EXPLODE);
			}
		DoPlayerDead ();		//kill_playerP ();
		}
	}
}