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#include "StdAfx.h"
#include "mmgr.h"
#include "StartPosSelecter.h"
#include "MouseHandler.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/glFont.h"
#include "Game/GameSetup.h"
#include "Sim/Misc/Team.h"
#include "NetProtocol.h"
#include "Map/Ground.h"
#include "Game/Camera.h"
#include "Rendering/InMapDraw.h"
CStartPosSelecter* CStartPosSelecter::selector = NULL;
CStartPosSelecter::CStartPosSelecter(void) : CInputReceiver(BACK)
{
showReady = true;
startPosSet = false;
selector = this;
readyBox.x1 = 0.71f;
readyBox.y1 = 0.72f;
readyBox.x2 = 0.81f;
readyBox.y2 = 0.76f;
}
CStartPosSelecter::~CStartPosSelecter(void)
{
selector = NULL;
}
bool CStartPosSelecter::Ready()
{
if (gs->frameNum > 0) {
delete this;
return true;
}
if (!startPosSet) // Player doesn't set startpos yet, so don't let him ready up
return false;
net->Send(CBaseNetProtocol::Get().SendStartPos(gu->myPlayerNum, gu->myTeam, 1, startPos.x, startPos.y, startPos.z));
delete this;
return true;
}
bool CStartPosSelecter::MousePress(int x, int y, int button)
{
float mx = MouseX(x);
float my = MouseY(y);
if ((showReady && InBox(mx, my, readyBox)) || gs->frameNum > 0) {
return !Ready();
}
float dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*gu->viewRange*1.4f);
if(dist<0)
return true;
startPosSet = true;
inMapDrawer->SendErase(startPos);
startPos = camera->pos + mouse->dir * dist;
if(startPos.z<gameSetup->allyStartingData[gu->myAllyTeam].startRectTop *gs->mapy*8)
startPos.z=gameSetup->allyStartingData[gu->myAllyTeam].startRectTop*gs->mapy*8;
if(startPos.z>gameSetup->allyStartingData[gu->myAllyTeam].startRectBottom*gs->mapy*8)
startPos.z=gameSetup->allyStartingData[gu->myAllyTeam].startRectBottom*gs->mapy*8;
if(startPos.x<gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft*gs->mapx*8)
startPos.x=gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft*gs->mapx*8;
if(startPos.x>gameSetup->allyStartingData[gu->myAllyTeam].startRectRight*gs->mapx*8)
startPos.x=gameSetup->allyStartingData[gu->myAllyTeam].startRectRight*gs->mapx*8;
net->Send(CBaseNetProtocol::Get().SendStartPos(gu->myPlayerNum, gu->myTeam, 0, startPos.x, startPos.y, startPos.z));
return true;
}
void CStartPosSelecter::Draw()
{
if(gu->spectating){
delete this;
return;
}
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glColor4f(0.2f,0.8f,0.2f,0.5f);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
float by= gameSetup->allyStartingData[gu->myAllyTeam].startRectTop *gs->mapy*8;
float bx= gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft *gs->mapx*8;
float dy = (gameSetup->allyStartingData[gu->myAllyTeam].startRectBottom - gameSetup->allyStartingData[gu->myAllyTeam].startRectTop) *gs->mapy*8/10;
float dx = (gameSetup->allyStartingData[gu->myAllyTeam].startRectRight - gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft) *gs->mapx*8/10;
for(int a=0;a<10;++a){ //draw start rect restrictions
float3 pos1(bx+a*dx,0,by);
pos1.y=ground->GetHeight(pos1.x,pos1.z);
float3 pos2(bx+(a+1)*dx,0,by);
pos2.y=ground->GetHeight(pos2.x,pos2.z);
glVertexf3(pos1);
glVertexf3(pos2);
glVertexf3(pos2+UpVector*100);
glVertexf3(pos1+UpVector*100);
pos1=float3(bx+a*dx,0,by+dy*10);
pos1.y=ground->GetHeight(pos1.x,pos1.z);
pos2=float3(bx+(a+1)*dx,0,by+dy*10);
pos2.y=ground->GetHeight(pos2.x,pos2.z);
glVertexf3(pos1);
glVertexf3(pos2);
glVertexf3(pos2+UpVector*100);
glVertexf3(pos1+UpVector*100);
pos1=float3(bx,0,by+dy*a);
pos1.y=ground->GetHeight(pos1.x,pos1.z);
pos2=float3(bx,0,by+dy*(a+1));
pos2.y=ground->GetHeight(pos2.x,pos2.z);
glVertexf3(pos1);
glVertexf3(pos2);
glVertexf3(pos2+UpVector*100);
glVertexf3(pos1+UpVector*100);
pos1=float3(bx+dx*10,0,by+dy*a);
pos1.y=ground->GetHeight(pos1.x,pos1.z);
pos2=float3(bx+dx*10,0,by+dy*(a+1));
pos2.y=ground->GetHeight(pos2.x,pos2.z);
glVertexf3(pos1);
glVertexf3(pos2);
glVertexf3(pos2+UpVector*100);
glVertexf3(pos1+UpVector*100);
}
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
float mx=float(mouse->lastx)/gu->viewSizeX;
float my=(gu->viewSizeY-float(mouse->lasty))/gu->viewSizeY;
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
if (!showReady) {
return;
}
if (InBox(mx, my, readyBox)) {
glColor4f(0.7f, 0.2f, 0.2f, guiAlpha);
} else {
glColor4f(0.7f, 0.7f, 0.2f, guiAlpha);
}
DrawBox(readyBox);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (InBox(mx, my, readyBox)) {
glColor4f(0.7f, 0.2f, 0.2f, guiAlpha);
} else {
glColor4f(0.7f, 0.7f, 0.2f, guiAlpha);
}
DrawBox(readyBox);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// fit text into box
const float unitWidth = font->GetSize() * font->GetTextWidth("Ready") * gu->pixelX;
const float unitHeight = font->GetSize() * font->GetLineHeight() * gu->pixelY;
const float ySize = (readyBox.y2 - readyBox.y1);
const float xSize = (readyBox.x2 - readyBox.x1);
const float fontScale = 0.9f * std::min(xSize/unitWidth, ySize/unitHeight);
const float yPos = 0.5f * (readyBox.y1 + readyBox.y2);
const float xPos = 0.5f * (readyBox.x1 + readyBox.x2);
font->Begin();
font->SetColors(); // default
font->glPrint(xPos, yPos, fontScale, FONT_OUTLINE | FONT_CENTER | FONT_VCENTER | FONT_SCALE | FONT_NORM, "Ready");
font->End();
}
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