void Cockpit::drawTargetedElement () { char str [20]; CColor color; CVector3 tl, n; CRotation r; color.setColor (255, 0, 0); color.c [3] = 255; tl.x = -0.35; tl.y = -0.3; tl.z = -0.5; gl->disableAlphaBlending (); glEnable (GL_DEPTH_TEST); if (fplayer->target != NULL) if (fplayer->target->active) { glEnable (GL_LIGHTING); fplayer->target->o->draw (&n, &tl, fplayer->target->rot, 0.05, 0.3, 0); glDisable (GL_LIGHTING); if (((AIObj *) fplayer->target)->party == fplayer->party) color.setColor (0, 0, 255); font1->drawText (-24.0, -23.0, -4.0, fplayer->target->o->name, &color); sprintf (str, "%d", (int) (15.0 * fplayer->distance (fplayer->target))); font1->drawText (-24.0, -25.0, -4.0, str, &color); } glDisable (GL_DEPTH_TEST); }
void Cockpit::drawWeapon () { char str [20]; CColor color; CVector3 tl, n; CRotation r; if (fplayer->missiles [fplayer->missiletype] <= 0) return; color.setColor (255, 0, 0); color.c [3] = 255; tl.x = 0.35; tl.y = -0.3; tl.z = -0.5; gl->disableAlphaBlending (); glEnable (GL_DEPTH_TEST); CModel *missile = NULL; if (fplayer->missiletype == 0) missile = &model_missile1; else if (fplayer->missiletype == 1) missile = &model_missile2; else if (fplayer->missiletype == 2) missile = &model_missile3; else if (fplayer->missiletype == 3) missile = &model_missile4; else if (fplayer->missiletype == 4) missile = &model_missile5; else if (fplayer->missiletype == 5) missile = &model_missile6; else if (fplayer->missiletype == 6) missile = &model_missile7; else if (fplayer->missiletype == 7) missile = &model_missile8; glEnable (GL_LIGHTING); missile->draw (&n, &tl, fplayer->rot, 0.05, 1.0, 0); glDisable (GL_LIGHTING); glDisable (GL_DEPTH_TEST); font1->drawText (16.0, -22.0, -4.0, missile->name, &color); sprintf (str, "N %d", fplayer->missiles [fplayer->missiletype]); font1->drawText (16.0, -24.0, -4.0, str, &color); }