VisualObjectModel *VisualObjectModelStorage::getVisualObjectModel(const char *filename) { // TODO: optimize? is it necessary? LinkedListIterator iter = LinkedListIterator(models); while (iter.iterateAvailable()) { VisualObjectModel *vom = (VisualObjectModel *)iter.iterateNext(); if (filename == NULL && vom->getFilename() == NULL) return vom; if (vom->getFilename() != NULL && filename != NULL && strcmp(vom->getFilename(), filename) == 0) return vom; } VisualObjectModel *newvom = new VisualObjectModel(filename); models->append(newvom); return newvom; }
bool ReconChecker::isReconAvailableAtPosition(Game *game, int player, const VC3 &position) { LinkedList *ulist = game->units->getAllUnits(); LinkedListIterator iter = LinkedListIterator(ulist); while (iter.iterateAvailable()) { Unit *u = (Unit *)iter.iterateNext(); // unit is friendly towards player? // (but player does not need to be friendly towards the unit ;) if (u->isActive() && !u->isDestroyed() && !game->isHostile(u->getOwner(), player) && u->getReconValue() > 0 && u->getMoveState() != Unit::UNIT_MOVE_STATE_UNCONSCIOUS) { VC3 rayStartPosition = u->getPosition() + VC3(0, 2.0f, 0); VC3 target = position; float terrainHeight = game->gameMap->getScaledHeightAt(target.x, target.z); if (target.y < terrainHeight + 2.0f) target.y = terrainHeight + 2.0f; VC3 dir = target - rayStartPosition; float dirLen = dir.GetLength(); dir.Normalize(); if (dirLen > u->getUnitType()->getVisionRange() + 2.0f) { continue; } // TEMP! // ignore all small own units (1.5m)... // except the one we're trying to hit LinkedList *oul = game->units->getOwnedUnits(u->getOwner()); LinkedListIterator iter = LinkedListIterator(oul); while (iter.iterateAvailable()) { Unit *ou = (Unit *)iter.iterateNext(); if (ou != u && ou->getUnitType()->getSize() <= 1.5f) ou->getVisualObject()->setCollidable(false); } // disable collision check for this unit u->getVisualObject()->setCollidable(false); GameCollisionInfo cinfo; game->getGameScene()->rayTrace(rayStartPosition, dir, (float)dirLen, cinfo, false, true); // collision check back u->getVisualObject()->setCollidable(true); // TEMP! // restore them all... oul = game->units->getOwnedUnits(u->getOwner()); iter = LinkedListIterator(oul); while (iter.iterateAvailable()) { Unit *ou = (Unit *)iter.iterateNext(); if (ou != u && ou->getUnitType()->getSize() <= 1.5f) ou->getVisualObject()->setCollidable(true); } if (cinfo.hit) { // 4 meters max dist. if (cinfo.range >= dirLen - 4.0f) { return true; } } else { return true; } } } return false; }
void SelectionBox::doBoxSelection(SelectionBox::BoxSelectionType type) // VC2& a, VC2& b, VC2& c, VC2& d) { //int now = Timer::getTime(); IStorm3D_Scene *scene = game->getGameScene()->getStormScene(); IStorm3D_Camera *cam = scene->GetCamera(); float minX; float maxX; float minY; float maxY; if (boxStartX < currentX) { minX = (float)boxStartX; maxX = (float)currentX; } else { minX = (float)currentX; maxX = (float)boxStartX; } if (boxStartY < currentY) { minY = (float)boxStartY; maxY = (float)currentY; } else { minY = (float)currentY; maxY = (float)boxStartY; } minX /= 1024.0f; maxX /= 1024.0f; minY /= 768.0f; maxY /= 768.0f; LinkedListIterator iter = LinkedListIterator( game->units->getOwnedUnits(player)); switch(type) { case SelectionBox::BOX_SELECT: //unitsSelected=0; //for (i = 0; i < COMBATW_UNITS; i++) { // Unit *u = solveUnitForNumber(i); game->unitSelections[player]->selectAllUnits(false); while (iter.iterateAvailable()) { Unit *u = (Unit *)iter.iterateNext(); VC3 position=u->getPosition(); if(!u->isDestroyed() && u->isActive()) { //bool isInside1=util::isPointInsideTriangle(VC2(position.x,position.z),a,b,c); //bool isInside2=util::isPointInsideTriangle(VC2(position.x,position.z),b,c,d); //if( isInside1 || isInside2 ) { bool unitInsideBox = false; VC3 result = VC3(0,0,0); float rhw = 0; float real_z = 0; bool infront = cam->GetTransformedToScreen(position, result, rhw, real_z); if (infront) { if (result.x >= minX && result.x <= maxX && result.y >= minY && result.y <= maxY && real_z < 200) { unitInsideBox = true; } } if (unitInsideBox) { game->unitSelections[player]->selectUnit(u, true); //u->setSelected(true); //unitButs[i]->SetImage(unitBackSelectedImage); //unitsSelected++; //unitSelectTime[i]=now; //} else { // Outside //game->unitSelections[player]->selectUnit(u, false); //u->setSelected(false); //unitButs[i]->SetImage(unitBackImage); } } } break; case SelectionBox::BOX_ADD_SELECTION: while (iter.iterateAvailable()) { Unit *u = (Unit *)iter.iterateNext(); //for (i = 0; i < COMBATW_UNITS; i++) { // Unit *u = solveUnitForNumber(i); VC3 position=u->getPosition(); bool unitInsideBox = false; VC3 result = VC3(0,0,0); float rhw = 0; float real_z = 0; bool infront = cam->GetTransformedToScreen(position, result, rhw, real_z); if (infront) { if (result.x >= minX && result.x <= maxX && result.y >= minY && result.y <= maxY && real_z < 200) { unitInsideBox = true; } } if(!u->isSelected() && !u->isDestroyed() && u->isActive()) { //bool isInside1=util::isPointInsideTriangle(VC2(position.x,position.z),a,b,c); //bool isInside2=util::isPointInsideTriangle(VC2(position.x,position.z),b,c,d); //if( isInside1 || isInside2 ) { if (unitInsideBox) { game->unitSelections[player]->selectUnit(u, true); //u->setSelected(true); //unitButs[i]->SetImage(unitBackSelectedImage); //unitsSelected++; //unitSelectTime[i]=now; } } } break; case SelectionBox::BOX_SUB_SELECTION: // TODO: do we need this? break; default: /* euh, shouldn't happen */ // thus, assert ;) assert(0); break; } }
void CommandWindow::startMission() { // WARNING: COPY & PASTE PROGRAMMING AHEAD (SEE Game.cpp) bool noArmor = false; bool notPaid = false; bool incompleteArmor = false; bool notAnyArmor = true; LinkedList *ulist = game->units->getOwnedUnits(player); LinkedListIterator iter = LinkedListIterator(ulist); while (iter.iterateAvailable()) { Unit *u = (Unit *)iter.iterateNext(); if (u->getRootPart() == NULL && u->getCharacter() != NULL) { noArmor = true; } else { bool wasOk = true; if (u->getCharacter() == NULL) { wasOk = false; } else { if (game->calculatePurchasePrice(u->getRootPart()) > 0) { notPaid = true; wasOk = false; } int slotAmount = u->getRootPart()->getType()->getSlotAmount(); for (int i = 0; i < slotAmount; i++) { if (u->getRootPart()->getSubPart(i) == NULL) { if ( u->getRootPart()->getType()->getSlotType(i)->getPartTypeId() == PARTTYPE_ID_STRING_TO_INT("Head") || u->getRootPart()->getType()->getSlotType(i)->getPartTypeId() == PARTTYPE_ID_STRING_TO_INT("Arm") || u->getRootPart()->getType()->getSlotType(i)->getPartTypeId() == PARTTYPE_ID_STRING_TO_INT("Leg") || u->getRootPart()->getType()->getSlotType(i)->getPartTypeId() == PARTTYPE_ID_STRING_TO_INT("Reac") ) { incompleteArmor = true; wasOk = false; } } } } if (wasOk) { // at least one armor is complete and purchased! notAnyArmor = false; } } } if (noArmor || notPaid || incompleteArmor || notAnyArmor) { game->gameUI->openArmorIncompleteConfirm(player, notAnyArmor, incompleteArmor, noArmor, notPaid); } else { // TODO: open loading window for players on this client in netgame... game->gameUI->openLoadingWindow(game->singlePlayerNumber); hide(); } }
void CombatRadar::update() { if (game->isPaused()) return; int oldAmount = radarUnitsAmount; radarUnitsAmount = 0; LinkedList *ulist; if (SimpleOptions::getBool(DH_OPT_B_GUI_RADAR_SHOW_ALL)) { ulist = game->units->getAllUnits(); } else { ulist = game->units->getOwnedUnits(1); } LinkedListIterator iter = LinkedListIterator(ulist); while (iter.iterateAvailable()) { Unit *u = (Unit *)iter.iterateNext(); if (u->isActive() && !u->isDestroyed() && u->visibility.isInRadarByPlayer(player) // && u->visibility.isSeenByPlayer(player) && u->getUnitType()->getSize() >= RADAR_MIN_SIZE) { VC3 pos = u->getPosition(); pos.x -= radarX; pos.z -= radarY; float distSq = pos.x * pos.x + pos.z * pos.z; if (distSq < RADAR_RANGE * RADAR_RANGE) { float dist = sqrtf(distSq); radarUnitDist[radarUnitsAmount] = dist * (RADAR_SIZE/2-RADAR_EDGE) / RADAR_RANGE; float angle; if (dist == 0) angle = 0; else angle = (float)acos(pos.x / dist); if (pos.z < 0) angle = -angle; radarUnitAngle[radarUnitsAmount] = angle; radarUnits[radarUnitsAmount] = u; OguiButton *b; if (radarUnitButs[radarUnitsAmount] == NULL) { b = ogui->CreateSimpleImageButton(win, RADAR_SIZE/2-5, RADAR_SIZE/2-5, 9, 9, NULL, NULL, NULL, COMBATW_RADARUNIT_START + radarUnitsAmount); #ifdef PROJECT_SURVIVOR OguiAligner::align(b, OguiAligner::WIDESCREEN_FIX_RIGHT, ogui); #endif radarUnitButs[radarUnitsAmount] = b; } else { b = radarUnitButs[radarUnitsAmount]; } b->SetListener(this); b->SetReactMask(0); b->SetEventMask(OGUI_EMASK_CLICK); b->SetDisabled(true); if (game->isHostile(player, u->getOwner())) { if (u->getUnitType()->getSize() >= RADAR_BIG_SIZE) { b->SetDisabledImage(hostile2Image); radarUnitType[radarUnitsAmount] = RADAR_UNITTYPE_HOSTILE_BIG; } else { b->SetDisabledImage(hostile1Image); radarUnitType[radarUnitsAmount] = RADAR_UNITTYPE_HOSTILE_SMALL; } } else { if (u->getOwner() == player) { b->SetDisabledImage(NULL); radarUnitType[radarUnitsAmount] = RADAR_UNITTYPE_FRIENDLY_SMALL; } else { if (u->getUnitType()->getSize() >= RADAR_BIG_SIZE) { b->SetDisabledImage(friendly2Image); radarUnitType[radarUnitsAmount] = RADAR_UNITTYPE_FRIENDLY_BIG; } else { b->SetDisabledImage(friendly1Image); radarUnitType[radarUnitsAmount] = RADAR_UNITTYPE_FRIENDLY_SMALL; } } } radarUnitsAmount++; if (radarUnitsAmount >= COMBAT_RADAR_MAX_UNITS) break; } } } for (int i = radarUnitsAmount; i < oldAmount; i++) { delete radarUnitButs[i]; radarUnitButs[i] = NULL; } if (radarScanBut != NULL) { int gt = (game->gameTimer % RADAR_SWEEP_TICK_INTERVAL); float ratio = (float)gt / RADAR_SWEEP_TICK_DURATION; if (ratio > 1.0f) ratio = 1.0f; int perc = (int)(ratio * 100.0f); int curSweep = game->gameTimer / RADAR_SWEEP_TICK_INTERVAL; if (curSweep > radarSweepNumber || curSweep < radarSweepNumber - 5) { radarSweepNumber = curSweep; radarBeeped = false; if (win->IsVisible()) { #ifdef LEGACY_FILES #ifndef PROJECT_SURVIVOR game->gameUI->playGUISound("Data/Sounds/Defaultfx/Radar/radar_sweep.wav"); #endif #else game->gameUI->playGUISound("data/audio/sound/gui/hud/radar/radar_sweep.wav"); #endif } } int x = 1024 - (int)(RADAR_SIZE * (0.5f + ratio * 0.5f)); int y = (int)(RADAR_SIZE * (0.5f - ratio * 0.5f)); int sizeX = (int)(RADAR_SIZE * ratio); int sizeY = (int)(RADAR_SIZE * ratio); radarScanBut->Move(x, y); radarScanBut->Resize(sizeX, sizeY); radarScanBut->SetTransparency(perc); #ifdef PROJECT_SURVIVOR OguiAligner::align(radarScanBut, OguiAligner::WIDESCREEN_FIX_RIGHT, ogui); #endif } drawImpl(); updateDirectionPointer(); }