1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2011
3 //
4 // This file is part of Scorched3D.
5 //
6 // Scorched3D is free software; you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation; either version 2 of the License, or
9 // (at your option) any later version.
10 //
11 // Scorched3D is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
15 //
16 // You should have received a copy of the GNU General Public License along
17 // with this program; if not, write to the Free Software Foundation, Inc.,
18 // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20
21 #include <client/ScorchedClient.h>
22 #include <landscapemap/LandscapeMaps.h>
23 #include <landscape/Wall.h>
24 #include <sound/SoundUtils.h>
25 #include <image/ImageFactory.h>
26 #include <common/Defines.h>
27
Wall()28 Wall::Wall() : texture_(ImageID(S3D::eModLocation,
29 "data/textures/bordershield/grid.bmp",
30 "data/textures/bordershield/grid.bmp",
31 false))
32 {
33 for (int i=0; i<4; i++) fadeTime_[i] = 0.0f;
34 }
35
~Wall()36 Wall::~Wall()
37 {
38 }
39
draw()40 void Wall::draw()
41 {
42 float arenaX = (float) ScorchedClient::instance()->getLandscapeMaps().
43 getGroundMaps().getArenaX();
44 float arenaY = (float) ScorchedClient::instance()->getLandscapeMaps().
45 getGroundMaps().getArenaY();
46 float arenaWidth = (float) ScorchedClient::instance()->getLandscapeMaps().
47 getGroundMaps().getArenaWidth();
48 float arenaHeight = (float) ScorchedClient::instance()->getLandscapeMaps().
49 getGroundMaps().getArenaHeight();
50
51 Vector botA(arenaX, arenaY, 0.0f);
52 Vector botB(arenaX + arenaWidth, arenaY, 0.0f);
53 Vector botC(arenaX + arenaWidth, arenaY + arenaHeight, 0.0f);
54 Vector botD(arenaX, arenaY + arenaHeight, 0.0f);
55 Vector topA(arenaX, arenaY, 256.0f);
56 Vector topB(arenaX + arenaWidth, arenaY, 256.0f);
57 Vector topC(arenaX + arenaWidth, arenaY + arenaHeight, 256.0f);
58 Vector topD(arenaX, arenaY + arenaHeight, 256.0f);
59
60 if (fadeTime_[OptionsTransient::LeftSide] > 0.0f ||
61 fadeTime_[OptionsTransient::BotSide] > 0.0f ||
62 fadeTime_[OptionsTransient::RightSide] > 0.0f ||
63 fadeTime_[OptionsTransient::TopSide] > 0.0f)
64 {
65 GLState currentState(GLState::BLEND_ON | GLState::TEXTURE_ON);
66
67 texture_.draw();
68 drawWall(botA, botB, topB, topA, fadeTime_[OptionsTransient::TopSide]);
69 drawWall(botB, botC, topC, topB, fadeTime_[OptionsTransient::RightSide]);
70 drawWall(botC, botD, topD, topC, fadeTime_[OptionsTransient::BotSide]);
71 drawWall(botD, botA, topA, topD, fadeTime_[OptionsTransient::LeftSide]);
72 }
73 }
74
drawWall(Vector & cornerA,Vector & cornerB,Vector & cornerC,Vector & cornerD,float fade)75 void Wall::drawWall(Vector &cornerA, Vector &cornerB,
76 Vector &cornerC, Vector &cornerD,
77 float fade)
78 {
79 if (fade <= 0.0f) return;
80
81 int rot = 0;//int(fade * 75) % 2;
82 float pos = float(int(fade * 75) % 2) * 5.0f;
83
84 Vector &wallColor = ScorchedClient::instance()->getOptionsTransient().getWallColor();
85 glColor4f(wallColor[0], wallColor[1], wallColor[2], fade);
86 glBegin(GL_QUADS);
87 // Don't draw the wall if we are behind it
88 // as its z-ordering obscures other objects
89 /*switch(rot)
90 {
91 case 0: glTexCoord2f(20.0f + pos, 20.0f + pos); break;
92 case 1: glTexCoord2f(0.0f + pos, 20.0f + pos); break;
93 }
94 glVertex3fv(cornerA);
95 switch(rot)
96 {
97 case 0: glTexCoord2f(0.0f + pos, 20.0f + pos); break;
98 case 1: glTexCoord2f(0.0f + pos, 0.0f + pos); break;
99 }
100 glVertex3fv(cornerB);
101 switch(rot)
102 {
103 case 0: glTexCoord2f(0.0f, 0.0f); break;
104 case 1: glTexCoord2f(20.0f, 0.0f); break;
105 }
106 glVertex3fv(cornerC);
107 switch(rot)
108 {
109 case 0: glTexCoord2f(20.0f, 0.0f); break;
110 case 1: glTexCoord2f(20.0f, 20.0f); break;
111 }
112 glVertex3fv(cornerD);*/
113
114 switch(rot)
115 {
116 case 0: glTexCoord2f(20.0f + pos, 0.0f + pos); break;
117 case 1: glTexCoord2f(20.0f + pos, 20.0f + pos); break;
118 }
119 glVertex3fv(cornerD);
120 switch(rot)
121 {
122 case 0: glTexCoord2f(0.0f + pos, 0.0f + pos); break;
123 case 1: glTexCoord2f(20.0f + pos, 0.0f + pos); break;
124 }
125 glVertex3fv(cornerC);
126 switch(rot)
127 {
128 case 0: glTexCoord2f(0.0f, 20.0f); break;
129 case 1: glTexCoord2f(0.0f, 0.0f); break;
130 }
131 glVertex3fv(cornerB);
132 switch(rot)
133 {
134 case 0: glTexCoord2f(20.0f, 20.0f); break;
135 case 1: glTexCoord2f(0.0f, 20.0f); break;
136 }
137 glVertex3fv(cornerA);
138 glEnd();
139 }
140
wallHit(Vector & position,OptionsTransient::WallSide side)141 void Wall::wallHit(Vector &position, OptionsTransient::WallSide side)
142 {
143 fadeTime_[side] = 1.0f;
144 CACHE_SOUND(sound, S3D::getModFile("data/wav/shield/hit2.wav"));
145 SoundUtils::playAbsoluteSound(VirtualSoundPriority::eAction,
146 sound, position);
147 }
148
simulate(float time)149 void Wall::simulate(float time)
150 {
151 fadeTime_[OptionsTransient::LeftSide] -= time / 2.0f;
152 fadeTime_[OptionsTransient::BotSide] -= time / 2.0f;
153 fadeTime_[OptionsTransient::TopSide] -= time / 2.0f;
154 fadeTime_[OptionsTransient::RightSide] -= time / 2.0f;
155 }
156