WallActionRenderer.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <GLEXT/GLState.h>
00022 #include <image/ImageFactory.h>
00023 #include <sprites/WallActionRenderer.h>
00024 #include <engine/ScorchedContext.h>
00025 #include <client/ScorchedClient.h>
00026 #include <landscape/Wall.h>
00027 #include <landscape/Landscape.h>
00028 #include <landscapemap/LandscapeMaps.h>
00029 #include <landscapedef/LandscapeDefn.h>
00030 #include <common/OptionsTransient.h>
00031 #include <common/Defines.h>
00032 
00033 GLTexture WallActionRenderer::texture_ = GLTexture();
00034 
00035 WallActionRenderer::WallActionRenderer(
00036         Vector &position, OptionsTransient::WallSide type) :
00037         position_(position), type_(type), fade_(1.0f), init_(false)
00038 {
00039 
00040 }
00041 
00042 WallActionRenderer::~WallActionRenderer()
00043 {
00044 
00045 }
00046 
00047 void WallActionRenderer::init()
00048 {
00049         init_ = true;
00050 
00051         if (!texture_.textureValid())
00052         {
00053                 std::string file = S3D::getDataFile("data/textures/bordershield/hit.bmp");
00054                 ImageHandle map = ImageFactory::loadImageHandle(file.c_str(), file.c_str(), false);
00055                 texture_.create(map, true);
00056         }
00057 
00058         Landscape::instance()->getWall().wallHit(position_, type_);
00059         Vector pos = position_;
00060         Vector offSet1, offSet2, offSet3 ,offSet4;
00061 
00062         static float offsetAmount = 0.1f;
00063         const float offset = offsetAmount;
00064         offsetAmount += 0.02f;
00065         if (offsetAmount > 0.4f) offsetAmount = 0.1f;
00066 
00067         float arenaX = (float) ScorchedClient::instance()->getLandscapeMaps().
00068                 getDefinitions().getDefn()->getArenaX();
00069         float arenaY = (float) ScorchedClient::instance()->getLandscapeMaps().
00070                 getDefinitions().getDefn()->getArenaY();
00071         float arenaWidth = (float) ScorchedClient::instance()->getLandscapeMaps().
00072                 getDefinitions().getDefn()->getArenaWidth();
00073         float arenaHeight = (float) ScorchedClient::instance()->getLandscapeMaps().
00074                 getDefinitions().getDefn()->getArenaHeight();
00075 
00076         switch (type_)
00077         {
00078         case OptionsTransient::LeftSide:
00079                 pos[0] = arenaX;
00080                 xOff_ = -offset; yOff_ = 0.0f;
00081                 offSet1 = Vector(0.0f, 1.0f, 1.0f);
00082                 offSet2 = Vector(0.0f, 1.0f, -1.0f);
00083                 offSet3 = Vector(0.0f, -1.0f, -1.0f);
00084                 offSet4 = Vector(0.0f, -1.0f, 1.0f);
00085                 break;
00086         case OptionsTransient::RightSide:
00087                 pos[0] = arenaX + arenaWidth;
00088                 xOff_ = -offset; yOff_ = 0.0f;
00089                 offSet1 = Vector(0.0f, 1.0f, 1.0f);
00090                 offSet2 = Vector(0.0f, 1.0f, -1.0f);
00091                 offSet3 = Vector(0.0f, -1.0f, -1.0f);
00092                 offSet4 = Vector(0.0f, -1.0f, 1.0f);
00093                 break;
00094         case OptionsTransient::TopSide:
00095                 pos[1] = arenaY;
00096                 xOff_ = 0.0f; yOff_ = offset;
00097                 offSet1 = Vector(1.0f, 0.0f, 1.0f);
00098                 offSet2 = Vector(1.0f, 0.0f, -1.0f);
00099                 offSet3 = Vector(-1.0f, 0.0f, -1.0f);
00100                 offSet4 = Vector(-1.0f, 0.0f, 1.0f);
00101                 break;
00102         default:
00103         case OptionsTransient::BotSide:
00104                 pos[1] = arenaY + arenaHeight;
00105                 xOff_ = 0.0f; yOff_ = offset;
00106                 offSet1 = Vector(1.0f, 0.0f, 1.0f);
00107                 offSet2 = Vector(1.0f, 0.0f, -1.0f);
00108                 offSet3 = Vector(-1.0f, 0.0f, -1.0f);
00109                 offSet4 = Vector(-1.0f, 0.0f, 1.0f);
00110                 break;
00111         }
00112 
00113         const float size = 20.0f;
00114         cornerA_ = pos + offSet1 * size;
00115         cornerB_ = pos + offSet2 * size;
00116         cornerC_ = pos + offSet3 * size;
00117         cornerD_ = pos + offSet4 * size;
00118 
00119         color_ = ScorchedClient::instance()->getOptionsTransient().getWallColor();
00120 }
00121 
00122 void WallActionRenderer::simulate(float frameTime)
00123 {
00124         fade_ -= frameTime / 2.0f;
00125 }
00126 
00127 void WallActionRenderer::draw()
00128 {
00129         if (!init_) init();
00130 
00131         GLState currentState(GLState::BLEND_ON | GLState::TEXTURE_ON);
00132 
00133         texture_.draw();
00134         glColor4f(color_[0], color_[1], color_[2], fade_);
00135         glPushMatrix();
00136                 glTranslatef(xOff_, yOff_, 0.0f);
00137                 glBegin(GL_QUADS);
00138                         glTexCoord2f(1.0f, 1.0f);
00139                         glVertex3fv(cornerA_);
00140                         glTexCoord2f(0.0f, 1.0f);
00141                         glVertex3fv(cornerB_);
00142                         glTexCoord2f(0.0f, 0.0f); 
00143                         glVertex3fv(cornerC_);
00144                         glTexCoord2f(1.0f, 0.0f);
00145                         glVertex3fv(cornerD_);
00146                 glEnd();
00147         glPopMatrix();
00148 
00149         glPushMatrix();
00150                 glTranslatef(-xOff_, -yOff_, 0.0f);
00151                 glBegin(GL_QUADS);
00152                         glTexCoord2f(0.0f, 0.0f);
00153                         glVertex3fv(cornerD_);
00154                         glTexCoord2f(1.0f, 0.0f);
00155                         glVertex3fv(cornerC_);
00156                         glTexCoord2f(1.0f, 1.0f); 
00157                         glVertex3fv(cornerB_);
00158                         glTexCoord2f(0.0f, 1.0f);
00159                         glVertex3fv(cornerA_);
00160                 glEnd();
00161         glPopMatrix();
00162 }

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