/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* MapDisplay - Renders the world view necessary for the intelligence map Alex McLean, Pumpkin Studios, EIDOS Interactive, 1997 Makes heavy use of the functions available in display3d.c. Could have messed about with display3d.c to make to world render dual purpose, but it's neater as a separate file, as the intelligence map has special requirements and overlays and needs to render to a specified buffer for later use. */ /* ----------------------------------------------------------------------------------------- */ /* Included files */ #include /* Includes direct access to render library */ #include "lib/ivis_common/ivisdef.h" #include "lib/ivis_common/piedef.h" #include "lib/ivis_common/piestate.h" #include "lib/ivis_common/piemode.h" // FIXME Direct iVis implementation include! #include "lib/ivis_opengl/pietexture.h" // FIXME Direct iVis implementation include! #include "lib/ivis_opengl/piematrix.h" // FIXME Direct iVis implementation include! #include "lib/ivis_common/rendmode.h" #include "map.h" #include "mapdisplay.h" #include "component.h" #include "disp2d.h" #include "display3d.h" #include "hci.h" #include "intelmap.h" #include "intimage.h" #include "lib/gamelib/gtime.h" #include "texture.h" #include "intdisplay.h" extern UWORD ButXPos; // From intDisplay.c extern UWORD ButYPos; extern UWORD ButWidth,ButHeight; extern BOOL godMode; #define MAX_MAP_GRID 32 #define ROTATE_TIME (2*GAME_TICKS_PER_SEC) /* ----------------------------------------------------------------------------------------- */ /* Function prototypes */ /* Sets up the intelligence map by allocating the necessary memory and assigning world variables for the renderer to work with */ //void setUpIntelMap (UDWORD width, UDWORD height); /* Draws the intelligence map to the already setup buffer */ //void renderIntelMap (iVector *location, iVector *viewVector, UDWORD elevation); /* Frees up the memory we've used */ //void releaseIntelMap ( void ); /* Draw a tile on the grid */ //void drawMapTile (SDWORD i, SDWORD j);//line draw nolonger used /* Clears the map buffer prior to drawing in it */ //static void clearMapBuffer(iSurface *surface); //clear text message background with gray fill //static void clearIntelText(iSurface *pSurface); /*fills the map buffer with intelColours prior to drawing in it*/ //static void fillMapBuffer(iSurface *surface); void tileLayouts(int texture); //fill the intelColours array with the colours used for the background //static void setUpIntelColours(void); /* ----------------------------------------------------------------------------------------- */ SDWORD elevation; iVector mapPos, mapView; //static iVector oldPos, oldView; POINT sP1,sP2,sP3,sP4; POINT *psP1,*psP2,*psP3,*psP4,*psPTemp; /*Flag to switch code for bucket sorting in renderFeatures etc for the renderMapToBuffer code */ /*This is no longer used but may be useful for testing so I've left it in - maybe get rid of it eventually? - AB 1/4/98*/ BOOL doBucket = TRUE; #define MAX_INTEL_SHADES 20 //colours used to 'paint' the background of 3D view UDWORD intelColours[MAX_INTEL_SHADES]; /* ----------------------------------------------------------------------------------------- */ /* Functions */ iSurface* setUpMapSurface(UDWORD width, UDWORD height) { void *bufSpace; iSurface *pMapSurface; /* Release the old buffer if necessary - we may use many different intel maps before resetting the game back to init/close */ //releaseIntelMap(); /* Get the required memory for the render surface */ bufSpace = MALLOC(width*height); //initialise the buffer memset(bufSpace, 0, (width*height)); /* Exit if we can't get it! */ ASSERT( bufSpace!=NULL,"Can't get the memory for the map buffer" ); /* Build our new surface */ pMapSurface = iV_SurfaceCreate(REND_SURFACE_USR, width, height, 10, 10,bufSpace); /* Exit if we can't get it! */ ASSERT( pMapSurface!=NULL,"Whoa - can't make surface for map" ); //set up the intel colours //setUpIntelColours(); /* Return a pointer to our surface - from this they can get the rendered buffer as well as info about width and height etc. */ return(pMapSurface); } void releaseMapSurface(iSurface *pSurface) { /* Free up old alloaction if necessary */ if(pSurface!=NULL) { /* Free up old buffer if necessary */ if(pSurface->buffer!=NULL) { FREE(pSurface->buffer); } FREE(pSurface); } } void tileLayouts(int texture) { /* Store the source rect as four points */ sP1.x = 0; sP1.y = 0; sP2.x = 63; sP2.y = 0; sP3.x = 63; sP3.y = 63; sP4.x = 0; sP4.y = 63; /* Store pointers to the points */ psP1 = &sP1; psP2 = &sP2; psP3 = &sP3; psP4 = &sP4; if (texture & TILE_XFLIP) { psPTemp = psP1; psP1 = psP2; psP2 = psPTemp; psPTemp = psP3; psP3 = psP4; psP4 = psPTemp; } if (texture & TILE_YFLIP) { psPTemp = psP1; psP1 = psP4; psP4 = psPTemp; psPTemp = psP2; psP2 = psP3; psP3 = psPTemp; } switch ((texture & TILE_ROTMASK) >> TILE_ROTSHIFT) { case 1: psPTemp = psP1; psP1 = psP4; psP4 = psP3; psP3 = psP2; psP2 = psPTemp; break; case 2: psPTemp = psP1; psP1 = psP3; psP3 = psPTemp; psPTemp = psP4; psP4 = psP2; psP2 = psPTemp; break; case 3: psPTemp = psP1; psP1 = psP2; psP2 = psP3; psP3 = psP4; psP4 = psPTemp; break; } } /* renders the Research IMDs into the surface - used by message display in Intelligence Map */ void renderResearchToBuffer(iSurface *pSurface, RESEARCH *psResearch, UDWORD OriginX, UDWORD OriginY) { UDWORD angle = 0; BASE_STATS *psResGraphic; UDWORD compID, IMDType; iVector Rotation,Position; UDWORD basePlateSize, Radius; SDWORD scale = 0; // Set identity (present) context pie_MatBegin(); pie_SetGeometricOffset(OriginX+10,OriginY+10); // Pitch down a bit //pie_MatRotX(DEG(-30)); // Rotate round // full rotation once every 2 seconds.. angle = (gameTime2 % ROTATE_TIME) * 360 / ROTATE_TIME; Position.x = 0; Position.y = 0; Position.z = BUTTON_DEPTH; // Rotate round Rotation.x = -30; Rotation.y = angle; Rotation.z = 0; //draw the IMD for the research if (psResearch->psStat) { //we have a Stat associated with this research topic if (StatIsStructure(psResearch->psStat)) { //this defines how the button is drawn IMDType = IMDTYPE_STRUCTURESTAT; psResGraphic = psResearch->psStat; //set up the scale basePlateSize= getStructureStatSize((STRUCTURE_STATS*)psResearch->psStat); if(basePlateSize == 1) { scale = RESEARCH_COMPONENT_SCALE / 2; /*HACK HACK HACK! if its a 'tall thin (ie tower)' structure stat with something on the top - offset the position to show the object on top*/ if (((STRUCTURE_STATS*)psResearch->psStat)->pIMD->nconnectors AND getStructureStatHeight((STRUCTURE_STATS*)psResearch->psStat) > TOWER_HEIGHT) { Position.y -= 30; } } else if(basePlateSize == 2) { scale = RESEARCH_COMPONENT_SCALE / 4; } else { scale = RESEARCH_COMPONENT_SCALE / 5; } } else { compID = StatIsComponent(psResearch->psStat); if (compID != COMP_UNKNOWN) { //this defines how the button is drawn IMDType = IMDTYPE_COMPONENT; psResGraphic = psResearch->psStat; scale = RESEARCH_COMPONENT_SCALE; } else { ASSERT( FALSE, "intDisplayMessageButton: invalid stat" ); IMDType = IMDTYPE_RESEARCH; psResGraphic = (BASE_STATS *)psResearch; } } } else { //no Stat for this research topic so use the research topic to define what is drawn psResGraphic = (BASE_STATS *)psResearch; IMDType = IMDTYPE_RESEARCH; } //scale the research according to size of IMD if (IMDType == IMDTYPE_RESEARCH) { Radius = getResearchRadius((BASE_STATS*)psResGraphic); if(Radius <= 100) { scale = RESEARCH_COMPONENT_SCALE / 2; } else if(Radius <= 128) { scale = RESEARCH_COMPONENT_SCALE / 3; } else if(Radius <= 256) { scale = RESEARCH_COMPONENT_SCALE / 4; } else { scale = RESEARCH_COMPONENT_SCALE / 5; } } /* display the IMDs */ if(IMDType == IMDTYPE_COMPONENT) { displayComponentButton(psResGraphic,&Rotation,&Position,TRUE, scale); } else if(IMDType == IMDTYPE_RESEARCH) { displayResearchButton(psResGraphic,&Rotation,&Position,TRUE, scale); } else if(IMDType == IMDTYPE_STRUCTURESTAT) { displayStructureStatButton((STRUCTURE_STATS *)psResGraphic,selectedPlayer,&Rotation, &Position,TRUE, scale); } else { ASSERT( FALSE, "renderResearchToBuffer: Unknown PIEType" ); } // close matrix context pie_MatEnd(); }