コード例 #1
0
ファイル: piedraw.cpp プロジェクト: renato13/warzone2100
static void pie_Draw3DButton(iIMDShape *shape)
{
	const PIELIGHT colour = WZCOL_WHITE;
	const PIELIGHT teamcolour = pal_GetTeamColour(NetPlay.players[selectedPlayer].colour);
	pie_SetFogStatus(false);
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
	pie_ActivateShader(SHADER_BUTTON, shape, teamcolour, colour);
	pie_SetRendMode(REND_OPAQUE);
	glColor4ubv(colour.vector);     // Only need to set once for entire model
	pie_SetTexturePage(shape->texpage);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glBindBuffer(GL_ARRAY_BUFFER, shape->buffers[VBO_VERTEX]); glVertexPointer(3, GL_FLOAT, 0, NULL);
	glBindBuffer(GL_ARRAY_BUFFER, shape->buffers[VBO_NORMAL]); glNormalPointer(GL_FLOAT, 0, NULL);
	glBindBuffer(GL_ARRAY_BUFFER, shape->buffers[VBO_TEXCOORD]); glTexCoordPointer(2, GL_FLOAT, 0, NULL);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shape->buffers[VBO_INDEX]);
	glDrawElements(GL_TRIANGLES, shape->npolys * 3, GL_UNSIGNED_SHORT, NULL);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	polyCount += shape->npolys;
	pie_DeactivateShader();
	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
}
コード例 #2
0
ファイル: multilimit.cpp プロジェクト: muggenhor/warzone2100
static void displayStructureBar(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
	int x = xOffset + psWidget->x();
	int y = yOffset + psWidget->y();
	int w = psWidget->width();
	int h = psWidget->height();
	STRUCTURE_STATS	*stat = asStructureStats + psWidget->UserData;
	Position position;
	Vector3i rotation;
	char str[20];

	UDWORD scale,Radius;

	drawBlueBox(x,y,w,h);

	// draw image
	pie_SetGeometricOffset(x + 35, y + psWidget->height()/2 + 9);
	rotation.x = -15;
	rotation.y = ((realTime/45)%360) ; //45
	rotation.z = 0;
	position.x = 0;
	position.y = 0;
	position.z = BUTTON_DEPTH*2;//getStructureStatSize(stat)  * 38 * OBJECT_RADIUS;

	Radius = getStructureStatSizeMax(stat);
	if(Radius <= 128) {
		scale = SMALL_STRUCT_SCALE;
	} else if(Radius <= 256) {
		scale = MED_STRUCT_SCALE;
	} else {
		scale = LARGE_STRUCT_SCALE;
	}

	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
	displayStructureStatButton(stat, &rotation, &position, true, scale);
	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);

	// draw name
	iV_SetFont(font_regular);											// font
	iV_SetTextColour(WZCOL_TEXT_BRIGHT);
	iV_DrawText(_(getName(stat->pName)), x + 80, y + psWidget->height()/2 + 3);

	// draw limit
	ssprintf(str, "%d", ((W_SLIDER *)widgGetFromID(psWScreen, psWidget->id + 1))->pos);
	iV_DrawText(str, x + 270, y + psWidget->height()/2 + 3);

	return;
}
コード例 #3
0
ファイル: piestate.c プロジェクト: pheonixstorm/wzredemption
void pie_SetDefaultStates(void)//Sets all states
{
//		pie_SetFogColour(0x00B08f5f);//nicks colour
	//fog off
	rendStates.fogEnabled = FALSE;// enable fog before renderer
	rendStates.fog = FALSE;//to force reset to false
	pie_SetFogStatus(FALSE);
	pie_SetFogColour(0x00000000);//nicks colour

	//depth Buffer on
	rendStates.depthBuffer = FALSE;//to force reset to true
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);

	//set render mode
	pie_SetTranslucent(TRUE);
	pie_SetAdditive(TRUE);
	
	//basic gouraud textured rendering
	rendStates.texCombine = TEX_NONE;//to force reset to GOURAUD_TEX
	pie_SetTexCombine(TEX_LOCAL);
	rendStates.colourCombine = COLOUR_FLAT_CONSTANT;//to force reset to GOURAUD_TEX
	pie_SetColourCombine(COLOUR_TEX_ITERATED);
	rendStates.alphaCombine = ALPHA_ITERATED;//to force reset to GOURAUD_TEX
	pie_SetAlphaCombine(ALPHA_CONSTANT);
	rendStates.transMode = TRANS_ALPHA;//to force reset to DECAL
	pie_SetTranslucencyMode(TRANS_DECAL);

	//chroma keying on black
	rendStates.keyingOn = FALSE;//to force reset to true
	pie_SetColourKeyedBlack(TRUE);

	//bilinear filtering
	rendStates.bilinearOn = FALSE;//to force reset to true
	pie_SetBilinear(TRUE);
}
コード例 #4
0
static void pie_Draw3DButton(iIMDShape *shape, PIELIGHT teamcolour)
{
	const PIELIGHT colour = WZCOL_WHITE;
	pie_SetFogStatus(false);
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
	SHADER_PROGRAM &program = pie_ActivateShader(SHADER_BUTTON, shape, teamcolour, colour);
	pie_SetRendMode(REND_OPAQUE);
	pie_SetTexturePage(shape->texpage);
	enableArray(shape->buffers[VBO_VERTEX], program.locVertex, 3, GL_FLOAT, false, 0, 0);
	enableArray(shape->buffers[VBO_NORMAL], program.locNormal, 3, GL_FLOAT, false, 0, 0);
	enableArray(shape->buffers[VBO_TEXCOORD], program.locTexCoord, 2, GL_FLOAT, false, 0, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shape->buffers[VBO_INDEX]);
	glDrawElements(GL_TRIANGLES, shape->npolys * 3, GL_UNSIGNED_SHORT, NULL);
	disableArrays();
	polyCount += shape->npolys;
	pie_DeactivateShader();
	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
}
コード例 #5
0
ファイル: screen.cpp プロジェクト: TomCN7/warzone2100
void screen_Display()
{
	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);

	// Draw backdrop
	glColor3f(1, 1, 1);
	backdropGfx->draw();

	if (mappreview)
	{
		int s1 = screenWidth / preview_width;
		int s2 = screenHeight / preview_height;
		int scale = MIN(s1, s2);
		int w = preview_width * scale;
		int h = preview_height * scale;

		for (int i = 0; i < MAX_PLAYERS; i++)
		{
			int x = player_pos[i].x;
			int y = player_pos[i].y;
			char text[5];

			if (x == 0x77777777)
			{
				continue;
			}

			x = screenWidth / 2 - w / 2 + x * scale;
			y = screenHeight / 2 - h / 2 + y * scale;
			ssprintf(text, "%d", i);
			iV_SetFont(font_large);
			iV_SetTextColour(WZCOL_BLACK);
			iV_DrawText(text, x - 1, y - 1);
			iV_DrawText(text, x + 1, y - 1);
			iV_DrawText(text, x - 1, y + 1);
			iV_DrawText(text, x + 1, y + 1);
			iV_SetTextColour(WZCOL_WHITE);
			iV_DrawText(text, x, y);
		}
	}
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
コード例 #6
0
ファイル: arrow.c プロジェクト: pheonixstorm/wzredemption
void
arrowDrawAll( void )
{
    ARROW	*psArrow, *psArrowTemp;

    pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
    pie_SetFogStatus(FALSE);

    /* draw and clear list */
    psArrow = g_psArrowList;

    while ( psArrow != NULL )
    {
        draw3dLine( &psArrow->vecHead, &psArrow->vecBase, psArrow->iColour );
        psArrowTemp = psArrow->psNext;
        HEAP_FREE( g_psArrowHeap, psArrow );
        psArrow = psArrowTemp;
    }

    /* reset list */
    g_psArrowList = NULL;

    pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
コード例 #7
0
ファイル: console.cpp プロジェクト: Warzone2100/warzone2100
/** Displays all the console messages */
void	displayConsoleMessages(void)
{
    // Check if we have any messages we want to show
    if (!getNumberConsoleMessages() && !bConsoleDropped && !InfoMessages.size())
    {
        return;
    }

    // scripts can disable the console
    if (!bConsoleDisplayEnabled && !InfoMessages.size())
    {
        return;
    }

    iV_SetFont(font_regular);

    pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
    pie_SetFogStatus(false);

    if (bConsoleDropped)
    {
        displayOldMessages(HistoryMode);
    }

    std::lock_guard<wz::mutex> lck(mtx);  // Don't iterate without a lock.
    if (InfoMessages.size())
    {
        auto i = InfoMessages.end() - 1;		// we can only show the last one...
        setConsoleTextColor(i->player);

        int tmp = pie_GetVideoBufferWidth();
        drawBlueBox(0, 0,tmp, 18);
        tmp -= iV_GetTextWidth(i->text.c_str());
        iV_DrawFormattedText(i->text.c_str(), tmp - 6, linePitch - 2, iV_GetTextWidth(i->text.c_str()), i->JustifyType);
    }
    int TextYpos = mainConsole.topY;
    // Draw the blue background for the text (only in game, not lobby)
    if (bTextBoxActive && GetGameMode() == GS_NORMAL)
    {
        iV_TransBoxFill(mainConsole.topX - CON_BORDER_WIDTH, mainConsole.topY - mainConsole.textDepth - CON_BORDER_HEIGHT,
                        mainConsole.topX + mainConsole.width, mainConsole.topY + (getNumberConsoleMessages() * linePitch) + CON_BORDER_HEIGHT - linePitch);
    }
    for (auto i = ActiveMessages.begin(); i != ActiveMessages.end(); ++i)
    {
        setConsoleTextColor(i->player);
        TextYpos = iV_DrawFormattedText(i->text.c_str(), mainConsole.topX, TextYpos, mainConsole.width, i->JustifyType);
    }
}
コード例 #8
0
ファイル: piestate.cpp プロジェクト: ik3210/warzone2100
void pie_SetDefaultStates()//Sets all states
{
	PIELIGHT black;

	//fog off
	rendStates.fogEnabled = false;// enable fog before renderer
	rendStates.fog = false;//to force reset to false
	pie_SetFogStatus(false);
	black.rgba = 0;
	black.byte.a = 255;
	pie_SetFogColour(black);

	//depth Buffer on
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);

	rendStates.rendMode = REND_ALPHA;	// to force reset to REND_OPAQUE
	pie_SetRendMode(REND_OPAQUE);
}
コード例 #9
0
ファイル: piestate.c プロジェクト: pheonixstorm/wzredemption
void pie_ResetStates(void)//Sets all states
{
	SDWORD		temp;

//		pie_SetFogColour(0x00B08f5f);//nicks colour
	rendStates.fog = !rendStates.fog;//to force reset
	pie_SetFogStatus(!rendStates.fog);

	//depth Buffer on
	temp = rendStates.depthBuffer;
	rendStates.depthBuffer = -1;//to force reset
	pie_SetDepthBufferStatus(temp);

	//set render mode
//	pie_SetTranslucent(TRUE);
//	pie_SetAdditive(TRUE);
	
	//basic gouraud textured rendering
	temp = rendStates.texCombine;
	rendStates.texCombine = -1;//to force reset
	pie_SetTexCombine(temp);

	temp = rendStates.colourCombine;
	rendStates.colourCombine = -1;//to force reset
	pie_SetColourCombine(temp);

	temp = rendStates.alphaCombine;
	rendStates.alphaCombine = -1;//to force reset
	pie_SetAlphaCombine(temp);

	temp = rendStates.transMode;
	rendStates.transMode = -1;//to force reset
	pie_SetTranslucencyMode(temp);

	//chroma keying on black
	temp = rendStates.keyingOn;
	rendStates.keyingOn = -1;//to force reset
	pie_SetColourKeyedBlack(temp);

	//bilinear filtering
	temp = rendStates.bilinearOn;
	rendStates.bilinearOn = -1;//to force reset
	pie_SetBilinear(temp);
}
コード例 #10
0
ファイル: loop.cpp プロジェクト: Ildradil/warzone2100
static GAMECODE renderLoop()
{
	if (bMultiPlayer && !NetPlay.isHostAlive && NetPlay.bComms && !NetPlay.isHost)
	{
		intAddInGamePopup();
	}

	int clearMode = 0;
	if(getDrawShadows())
	{
		clearMode |= CLEAR_SHADOW;
	}
	if (loopMissionState == LMS_SAVECONTINUE)
	{
		pie_SetFogStatus(false);
		clearMode = CLEAR_BLACK;
	}
	pie_ScreenFlip(clearMode);//gameloopflip

	HandleClosingWindows();	// Needs to be done outside the pause case.

	audio_Update();

	wzShowMouse(true);

	INT_RETVAL intRetVal = INT_NONE;
	if (!paused)
	{
		/* Run the in game interface and see if it grabbed any mouse clicks */
		if (!rotActive && getWidgetsStatus() && dragBox3D.status != DRAG_DRAGGING && wallDrag.status != DRAG_DRAGGING)
		{
			intRetVal = intRunWidgets();
		}

		//don't process the object lists if paused or about to quit to the front end
		if (!gameUpdatePaused() && intRetVal != INT_QUIT)
		{
			if( dragBox3D.status != DRAG_DRAGGING
				&& wallDrag.status != DRAG_DRAGGING
				&& ( intRetVal == INT_INTERCEPT
					|| ( radarOnScreen
						 && CoordInRadar(mouseX(), mouseY())
						 && getHQExists(selectedPlayer) ) ) )
			{
				// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
				wzSetCursor(CURSOR_DEFAULT);

				intRetVal = INT_INTERCEPT;
			}

#ifdef DEBUG
			// check all flag positions for duplicate delivery points
			checkFactoryFlags();
#endif

			//handles callbacks for positioning of DP's
			process3DBuilding();

			//ajl. get the incoming netgame messages and process them.
			// FIXME Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore.
			if (bMultiPlayer)
			{
				multiPlayerLoop();
			}

			for (unsigned i = 0; i < MAX_PLAYERS; i++)
			{
				for (DROID *psCurr = apsDroidLists[i]; psCurr; psCurr = psCurr->psNext)
				{
					// Don't copy the next pointer - if droids somehow get destroyed in the graphics rendering loop, who cares if we crash.
					calcDroidIllumination(psCurr);
				}
			}

			/* update animations */
			animObj_Update();
		}

		if (!consolePaused())
		{
			/* Process all the console messages */
			updateConsoleMessages();
		}
		if (!scrollPaused() && !getWarCamStatus() && dragBox3D.status != DRAG_DRAGGING && intMode != INT_INGAMEOP )
		{
			scroll();
		}
	}
	else  // paused
	{
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);

		if(dragBox3D.status != DRAG_DRAGGING)
		{
			scroll();
		}

		if(InGameOpUp || isInGamePopupUp)		// ingame options menu up, run it!
		{
			unsigned widgval = widgRunScreen(psWScreen);
			intProcessInGameOptions(widgval);
			if(widgval == INTINGAMEOP_QUIT_CONFIRM || widgval == INTINGAMEOP_POPUP_QUIT)
			{
				if(gamePaused())
				{
					kf_TogglePauseMode();
				}
				intRetVal = INT_QUIT;
			}
		}

		if(bLoadSaveUp && runLoadSave(true) && strlen(sRequestResult))
		{
			debug( LOG_NEVER, "Returned %s", sRequestResult );
			if(bRequestLoad)
			{
				loopMissionState = LMS_LOADGAME;
				NET_InitPlayers();			// otherwise alliances were not cleared
				sstrcpy(saveGameName, sRequestResult);
			}
			else
			{
				char msgbuffer[256]= {'\0'};

				if (saveInMissionRes())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_START))
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT( false,"Mission Results: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else if (bMultiPlayer || saveMidMission())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION))//mid mission from [esc] menu
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT(!"saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION) failed", "Mid Mission: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else
				{
					ASSERT( false, "Attempt to save game with incorrect load/save mode" );
				}
			}
		}
	}

	/* Check for quit */
	bool quitting = false;
	if (intRetVal == INT_QUIT)
	{
		if (!loop_GetVideoStatus())
		{
			//quitting from the game to the front end
			//so get a new backdrop
			quitting = true;

			pie_LoadBackDrop(SCREEN_RANDOMBDROP);
		}
	}
	if (!loop_GetVideoStatus() && !quitting)
	{
		if (!gameUpdatePaused())
		{
			if (dragBox3D.status != DRAG_DRAGGING
			 && wallDrag.status != DRAG_DRAGGING)
			{
				ProcessRadarInput();
			}
			processInput();

			//no key clicks or in Intelligence Screen
			if (intRetVal == INT_NONE && !InGameOpUp && !isInGamePopupUp)
			{
				processMouseClickInput();
			}
			displayWorld();
		}
		/* Display the in game interface */
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
		pie_SetFogStatus(false);

		if(bMultiPlayer && bDisplayMultiJoiningStatus)
		{
			intDisplayMultiJoiningStatus(bDisplayMultiJoiningStatus);
			setWidgetsStatus(false);
		}

		if(getWidgetsStatus())
		{
			intDisplayWidgets();
		}
		pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
		pie_SetFogStatus(true);
	}

	pie_GetResetCounts(&loopPieCount, &loopPolyCount, &loopStateChanges);

	if ((fogStatus & FOG_BACKGROUND) && (loopMissionState == LMS_SAVECONTINUE))
	{
		pie_SetFogStatus(false);
	}

	if (!quitting)
	{
			/* Check for toggling display mode */
			if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
			{
				screenToggleMode();
			}
	}

	// deal with the mission state
	switch (loopMissionState)
	{
		case LMS_CLEAROBJECTS:
			missionDestroyObjects();
			setScriptPause(true);
			loopMissionState = LMS_SETUPMISSION;
			break;

		case LMS_NORMAL:
			// default
			break;
		case LMS_SETUPMISSION:
			setScriptPause(false);
			if (!setUpMission(nextMissionType))
			{
				return GAMECODE_QUITGAME;
			}
			break;
		case LMS_SAVECONTINUE:
			// just wait for this to be changed when the new mission starts
			break;
		case LMS_NEWLEVEL:
			//nextMissionType = MISSION_NONE;
			nextMissionType = LDS_NONE;
			return GAMECODE_NEWLEVEL;
			break;
		case LMS_LOADGAME:
			return GAMECODE_LOADGAME;
			break;
		default:
			ASSERT( false, "unknown loopMissionState" );
			break;
	}

	if (quitting)
	{
		pie_SetFogStatus(false);
		pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
		/* Check for toggling display mode */
		if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
		{
			screenToggleMode();
		}
		return GAMECODE_QUITGAME;
	}
	else if (loop_GetVideoStatus())
	{
		audio_StopAll();
		return GAMECODE_PLAYVIDEO;
	}

	return GAMECODE_CONTINUE;
}
コード例 #11
0
ファイル: wrappers.cpp プロジェクト: BG1/warzone2100
// ///////////////// /////////////////////////////////////////////////
// Main Front end game loop.
TITLECODE titleLoop(void)
{
	TITLECODE RetCode = TITLECODE_CONTINUE;

	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
	pie_SetFogStatus(false);
	screen_RestartBackDrop();
	wzShowMouse(true);

	// When we first init the game, firstcall is true.
	if (firstcall)
	{
		firstcall = false;
		// First check to see if --host was given as a command line option, if not,
		// then check --join and if neither, run the normal game menu.
		if( hostlaunch )
		{
			ingame.bHostSetup = true;
			bMultiPlayer = true;
			bMultiMessages = true;
			game.type = SKIRMISH;		// needed?
			changeTitleMode(MULTIOPTION);
			hostlaunch = false;			// reset the bool to default state.
		}
		else if(strlen(iptoconnect) )
		{
			joinGame(iptoconnect, 0);
		}
		else
		{
			changeTitleMode(TITLE);			// normal game, run main title screen.
		}
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);
	}

	if (titleMode != MULTIOPTION && titleMode != MULTILIMIT && titleMode != STARTGAME)
		screen_disableMapPreview();

	switch(titleMode) // run relevant title screen code.
	{
		// MULTIPLAYER screens
		case PROTOCOL:
			runConnectionScreen(); // multiplayer connection screen.
			break;
		case MULTIOPTION:
			runMultiOptions();
			break;
		case GAMEFIND:
			runGameFind();
			break;
		case MULTI:
			runMultiPlayerMenu();
			break;
		case MULTILIMIT:
			runLimitScreen();
			break;
		case KEYMAP:
			runKeyMapEditor();
			break;

		case TITLE:
			runTitleMenu();
			break;

		case SINGLE:
			runSinglePlayerMenu();
			break;

		case TUTORIAL:
			runTutorialMenu();
			break;

//		case GRAPHICS:
//			runGraphicsOptionsMenu();
//			break;

		case CREDITS:
			runCreditsScreen();
			break;

//		case DEMOMODE:
//			runDemoMenu();
//			break;
//	case VIDEO:
//			runVideoOptionsMenu();
//			break;
		case OPTIONS:
			runOptionsMenu();
			break;

		case GAME:
			runGameOptionsMenu();
			break;


		case GRAPHICS_OPTIONS:
			runGraphicsOptionsMenu();
			break;

		case AUDIO_OPTIONS:
			runAudioOptionsMenu();
			break;

		case VIDEO_OPTIONS:
			runVideoOptionsMenu();
			break;

		case MOUSE_OPTIONS:
			runMouseOptionsMenu();
			break;

		case QUIT:
			RetCode = TITLECODE_QUITGAME;
			break;

		case STARTGAME:
		case LOADSAVEGAME:
  			if (titleMode == LOADSAVEGAME)
			{
				RetCode = TITLECODE_SAVEGAMELOAD;
			}
			else
			{
				RetCode = TITLECODE_STARTGAME;
			}
			return RetCode;			// don't flip!

		case SHOWINTRO:
			pie_SetFogStatus(false);
	  		pie_ScreenFlip(CLEAR_BLACK);
			changeTitleMode(TITLE);
			RetCode = TITLECODE_SHOWINTRO;
			break;

		default:
			debug( LOG_FATAL, "unknown title screen mode" );
			abort();
	}
	NETflush();  // Send any pending network data.

	audio_Update();

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);//title loop

	if ((keyDown(KEY_LALT) || keyDown(KEY_RALT))
	    /* Check for toggling display mode */
	    && keyPressed(KEY_RETURN)) {
		wzToggleFullscreen();
	}
	return RetCode;
}
コード例 #12
0
ファイル: piedraw.cpp プロジェクト: Emdek/warzone2100
static void pie_Draw3DShape2(iIMDShape *shape, int frame, PIELIGHT colour, PIELIGHT teamcolour, int pieFlag, int pieFlagData)
{
	iIMDPoly *pPolys;
	bool light = true;
	bool shaders = pie_GetShaderUsage();

	pie_SetAlphaTest((pieFlag & pie_PREMULTIPLIED) == 0);

	/* Set fog status */
	if (!(pieFlag & pie_FORCE_FOG) && 
		(pieFlag & pie_ADDITIVE || pieFlag & pie_TRANSLUCENT || pieFlag & pie_BUTTON || pieFlag & pie_PREMULTIPLIED))
	{
		pie_SetFogStatus(false);
	}
	else
	{
		pie_SetFogStatus(true);
	}

	/* Set tranlucency */
	if (pieFlag & pie_ADDITIVE)
	{
		pie_SetRendMode(REND_ADDITIVE);
		colour.byte.a = (UBYTE)pieFlagData;
		light = false;
	}
	else if (pieFlag & pie_TRANSLUCENT)
	{
		pie_SetRendMode(REND_ALPHA);
		colour.byte.a = (UBYTE)pieFlagData;
		light = false;
	}
	else if (pieFlag & pie_PREMULTIPLIED)
	{
		pie_SetRendMode(REND_PREMULTIPLIED);
		light = false;
	}
	else
	{
		if (pieFlag & pie_BUTTON)
		{
			pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
			light = false;
			if (shaders)
			{
				pie_ActivateShader(SHADER_BUTTON, shape, teamcolour, colour);
			}
			else
			{
				pie_ActivateFallback(SHADER_BUTTON, shape, teamcolour, colour);
			}
		}
		pie_SetRendMode(REND_OPAQUE);
	}
	if (pieFlag & pie_ECM)
	{
		pie_SetRendMode(REND_ALPHA);
		light = true;
		pie_SetShaderEcmEffect(true);
	}

	if (light)
	{
		glMaterialfv(GL_FRONT, GL_AMBIENT, shape->material[LIGHT_AMBIENT]);
		glMaterialfv(GL_FRONT, GL_DIFFUSE, shape->material[LIGHT_DIFFUSE]);
		glMaterialfv(GL_FRONT, GL_SPECULAR, shape->material[LIGHT_SPECULAR]);
		glMaterialf(GL_FRONT, GL_SHININESS, shape->shininess);
		glMaterialfv(GL_FRONT, GL_EMISSION, shape->material[LIGHT_EMISSIVE]);
		if (shaders)
		{
			pie_ActivateShader(SHADER_COMPONENT, shape, teamcolour, colour);
		}
		else
		{
			pie_ActivateFallback(SHADER_COMPONENT, shape, teamcolour, colour);
		}
	}

	if (pieFlag & pie_HEIGHT_SCALED)	// construct
	{
		glScalef(1.0f, (float)pieFlagData / (float)pie_RAISE_SCALE, 1.0f);
	}
	if (pieFlag & pie_RAISE)		// collapse
	{
		glTranslatef(1.0f, (-shape->max.y * (pie_RAISE_SCALE - pieFlagData)) * (1.0f / pie_RAISE_SCALE), 1.0f);
	}

	glColor4ubv(colour.vector);     // Only need to set once for entire model
	pie_SetTexturePage(shape->texpage);

	frame %= MAX(1, shape->numFrames);

	glBegin(GL_TRIANGLES);
	for (pPolys = shape->polys; pPolys < shape->polys + shape->npolys; pPolys++)
	{
		Vector3f	vertexCoords[3];
		unsigned int	n, frameidx = frame;
		int	*index;

		if (!(pPolys->flags & iV_IMD_TEXANIM))
		{
			frameidx = 0;
		}

		for (n = 0, index = pPolys->pindex;
				n < pPolys->npnts;
				n++, index++)
		{
			vertexCoords[n].x = shape->points[*index].x;
			vertexCoords[n].y = shape->points[*index].y;
			vertexCoords[n].z = shape->points[*index].z;
		}

		polyCount++;

		glNormal3fv((GLfloat*)&pPolys->normal);
		for (n = 0; n < pPolys->npnts; n++)
		{
			GLfloat* texCoord = (GLfloat*)&pPolys->texCoord[frameidx * pPolys->npnts + n];
			glTexCoord2fv(texCoord);
			if (!shaders)
			{
				glMultiTexCoord2fv(GL_TEXTURE1, texCoord);
			}
			glVertex3fv((GLfloat*)&vertexCoords[n]);
		}
	}
	glEnd();

	if (light || (pieFlag & pie_BUTTON))
	{
		if (shaders)
		{
			pie_DeactivateShader();
		}
		else
		{
			pie_DeactivateFallback();
		}
	}
	pie_SetShaderEcmEffect(false);

	if (pieFlag & pie_BUTTON)
	{
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
	}
}
コード例 #13
0
ファイル: piedraw.c プロジェクト: cybersphinx/wzgraphicsmods
static void pie_Draw3DShape2(iIMDShape *shape, int frame, PIELIGHT colour, PIELIGHT teamcolour, WZ_DECL_UNUSED PIELIGHT specular, int pieFlag, int pieFlagData)
{
	iIMDPoly *pPolys;
	bool light = lighting;

	pie_SetAlphaTest(true);

	/* Set fog status */
	if (!(pieFlag & pie_FORCE_FOG) && 
		(pieFlag & pie_ADDITIVE || pieFlag & pie_TRANSLUCENT || pieFlag & pie_BUTTON))
	{
		pie_SetFogStatus(false);
	}
	else
	{
		pie_SetFogStatus(true);
	}

	/* Set tranlucency */
	if (pieFlag & pie_ADDITIVE)
	{
		pie_SetRendMode(REND_ADDITIVE);
		colour.byte.a = (UBYTE)pieFlagData;
		light = false;
	}
	else if (pieFlag & pie_TRANSLUCENT)
	{
		pie_SetRendMode(REND_ALPHA);
		colour.byte.a = (UBYTE)pieFlagData;
		light = false;
	}
	else
	{
		if (pieFlag & pie_BUTTON)
		{
			pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
		}
		pie_SetRendMode(REND_OPAQUE);
	}

	if (light)
	{
		const float ambient[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		const float diffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		const float specular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		const float shininess = 10;

		glEnable(GL_LIGHTING);
		glEnable(GL_NORMALIZE);

		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
	}

	if (pieFlag & pie_HEIGHT_SCALED)	// construct
	{
		glScalef(1.0f, (float)pieFlagData / (float)pie_RAISE_SCALE, 1.0f);
	}
	if (pieFlag & pie_RAISE)		// collapse
	{
		glTranslatef(1.0f, (-shape->max.y * (pie_RAISE_SCALE - pieFlagData)) / pie_RAISE_SCALE, 1.0f);
	}

	glColor4ubv(colour.vector);	// Only need to set once for entire model
	pie_SetTexturePage(shape->texpage);

	// Activate TCMask if needed
	if (shape->flags & iV_IMD_TCMASK &&	rendStates.rendMode == REND_OPAQUE)
	{
#ifdef _DEBUG
	glErrors();
#endif
		if (pie_GetShadersStatus())
		{
			pie_ActivateShader_TCMask(teamcolour, shape->tcmaskpage);
		}
		else
		{
			//Set the environment colour with tcmask
			GLfloat tc_env_colour[4];  
			pal_PIELIGHTtoRGBA4f(&tc_env_colour[0], teamcolour);

			// TU0
			glActiveTexture(GL_TEXTURE0);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,	GL_COMBINE);
			glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, tc_env_colour);

			// TU0 RGB
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,		GL_ADD_SIGNED);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,		GL_SRC_COLOR);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,		GL_CONSTANT);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,		GL_SRC_COLOR);

			// TU0 Alpha
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,		GL_REPLACE);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,	GL_SRC_ALPHA);

			// TU1
			glActiveTexture(GL_TEXTURE1);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[shape->tcmaskpage].id);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,	GL_COMBINE);

			// TU1 RGB
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,		GL_INTERPOLATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB,		GL_PREVIOUS);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,		GL_SRC_COLOR);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB,		GL_TEXTURE0);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,		GL_SRC_COLOR);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,		GL_SRC_ALPHA);

			// TU1 Alpha
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,		GL_REPLACE);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA,		GL_PREVIOUS);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,	GL_SRC_ALPHA);


			// This is why we are doing in opaque mode.
			glEnable(GL_BLEND);
			glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
			glBlendColor(colour.byte.r / 255.0, colour.byte.g / 255.0,
						colour.byte.b / 255.0, colour.byte.a / 255.0);
		}
#ifdef _DEBUG
	glErrors();
#endif
	}

	for (pPolys = shape->polys; pPolys < shape->polys + shape->npolys; pPolys++)
	{
		Vector2f	texCoords[pie_MAX_VERTICES_PER_POLYGON];
		Vector3f	vertexCoords[pie_MAX_VERTICES_PER_POLYGON];
		unsigned int n;
		VERTEXID	*index;

		for (n = 0, index = pPolys->pindex;
				n < pPolys->npnts;
				n++, index++)
		{
			vertexCoords[n].x = shape->points[*index].x;
			vertexCoords[n].y = shape->points[*index].y;
			vertexCoords[n].z = shape->points[*index].z;
			texCoords[n].x = pPolys->texCoord[n].x;
			texCoords[n].y = pPolys->texCoord[n].y;
		}

		polyCount++;

		// Run TextureAnimation (exluding the new teamcoloured models)
		if (frame && pPolys->flags & iV_IMD_TEXANIM && !(shape->flags & iV_IMD_TCMASK))
		{
			frame %= shape->numFrames;

			if (frame > 0)
			{
				const int framesPerLine = OLD_TEXTURE_SIZE_FIX / (pPolys->texAnim.x * OLD_TEXTURE_SIZE_FIX);
				const int uFrame = (frame % framesPerLine) * (pPolys->texAnim.x * OLD_TEXTURE_SIZE_FIX);
				const int vFrame = (frame / framesPerLine) * (pPolys->texAnim.y * OLD_TEXTURE_SIZE_FIX);

				for (n = 0; n < pPolys->npnts; n++)
				{
					texCoords[n].x += uFrame / OLD_TEXTURE_SIZE_FIX;
					texCoords[n].y += vFrame / OLD_TEXTURE_SIZE_FIX;
				}
			}
		}

		glBegin(GL_TRIANGLE_FAN);

		if (light)
		{
			glNormal3fv((GLfloat*)&pPolys->normal);
		}

		for (n = 0; n < pPolys->npnts; n++)
		{
			glTexCoord2fv((GLfloat*)&texCoords[n]);
			if (shape->flags & iV_IMD_TCMASK && rendStates.rendMode == REND_OPAQUE &&
				!pie_GetShadersStatus())
			{
				glMultiTexCoord2fv(GL_TEXTURE1, (GLfloat*)&texCoords[n]);
			}
			glVertex3fv((GLfloat*)&vertexCoords[n]);
		}

		glEnd();
	}

	// Deactivate TCMask if it was previously enabled
	if (shape->flags & iV_IMD_TCMASK && rendStates.rendMode == REND_OPAQUE)
	{
		if (pie_GetShadersStatus())
		{
			pie_DeactivateShader();
		}
		else
		{
			glDisable(GL_BLEND);

			glActiveTexture(GL_TEXTURE1);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glDisable(GL_TEXTURE_2D);

			glActiveTexture(GL_TEXTURE0);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
	}

	if (pieFlag & pie_BUTTON)
	{
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
	}

	if (light)
	{
		glDisable(GL_LIGHTING);
		glDisable(GL_NORMALIZE);
	}
}
コード例 #14
0
ファイル: console.c プロジェクト: cybersphinx/wzgraphicsmods
/** Displays all the console messages */
void	displayConsoleMessages( void )
{
	CONSOLE_MESSAGE *psMessage;
	int linePitch;
	int boxDepth;
	int drop;
	int MesY;
	int clipDepth;
	unsigned int exceed, numProcessed;

	/* Are there any to display? */
	if(consoleMessages == NULL && !bConsoleDropped)
	{
		/* No point - so get out */
 		return;
	}

	/* Return if it's disabled */
	if(!bConsoleDisplayEnabled)
	{
		return;
	}

	/* Get the travel to the next line */
	linePitch = iV_GetTextLineSize();

	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
	pie_SetFogStatus(false);

	drop = 0;
	if(bConsoleDropped)
	{
		drop = displayOldMessages();
	}
	if(consoleMessages==NULL)
	{
		return;
	}

	/* Do we want a box under it? */
	if(bTextBoxActive)
	{
		for (psMessage = consoleMessages, exceed = 0;
		     psMessage && consoleVisibleLines > 0 && exceed < 4; // ho ho ho!!!
		     psMessage = psMessage->psNext)
		{
			if (iV_GetTextWidth(psMessage->text) > mainConsole.width)
			{
				++exceed;
			}
		}

		/* How big a box is necessary? */
		boxDepth = (numActiveMessages> consoleVisibleLines ? consoleVisibleLines-1 : numActiveMessages-1);

		/* Add on the extra - hope it doesn't exceed two lines! */
		boxDepth += exceed;

		/* GET RID OF THE MAGIC NUMBERS BELOW */
		clipDepth = (mainConsole.topY+(boxDepth*linePitch)+CON_BORDER_HEIGHT+drop);
		if(clipDepth > (pie_GetVideoBufferHeight() - linePitch))
		{
			clipDepth = (pie_GetVideoBufferHeight() - linePitch);
		}

		iV_TransBoxFill(mainConsole.topX - CON_BORDER_WIDTH,mainConsole.topY-mainConsole.textDepth-CON_BORDER_HEIGHT+drop+1,
			mainConsole.topX+mainConsole.width ,clipDepth);
	}

	/* Stop when we've drawn enough or we're at the end */
	MesY = mainConsole.topY + drop;

	for (psMessage = consoleMessages, numProcessed = 0;
	     psMessage && numProcessed < consoleVisibleLines && MesY < (pie_GetVideoBufferHeight() - linePitch);
	     psMessage = psMessage->psNext)
	{

		/* Set text color depending on message type */
		setConsoleTextColor(psMessage->player);

 		/* Draw the text string */
		MesY = iV_DrawFormattedText(psMessage->text, mainConsole.topX, MesY,
									mainConsole.width, psMessage->JustifyType);

		/* Move on */
		++numProcessed;
	}
}