mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-24 00:53:47 +00:00
commit
ccbe9543e1
4 changed files with 163 additions and 10 deletions
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@ -30,7 +30,7 @@
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#include "T3D/shapeBase.h"
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#include "gfx/gfxDrawUtil.h"
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#include "console/engineAPI.h"
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#include "T3D/missionMarker.h" //> ZOD: Team coloring
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//----------------------------------------------------------------------------
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/// Displays name & damage above shape objects.
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@ -52,7 +52,10 @@ class GuiShapeNameHud : public GuiControl {
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ColorF mTextColor;
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ColorF mLabelFillColor;
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ColorF mLabelFrameColor;
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// ZOD: Team coloring
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ColorF mEnemyTextColor;
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ColorF mNeutralTextColor;
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//> ZOD: End addition
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F32 mVerticalOffset;
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F32 mDistanceFade;
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bool mShowFrame;
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@ -63,7 +66,10 @@ class GuiShapeNameHud : public GuiControl {
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Point2I mLabelPadding;
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protected:
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void drawName( Point2I offset, const char *buf, F32 opacity);
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// ZOD: Team coloring
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//void drawName( Point2I offset, const char *buf, F32 opacity);
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void drawName( Point2I offset, const char *buf, F32 opacity, ColorF color);
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//> ZOD: End edit
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public:
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GuiShapeNameHud();
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@ -120,6 +126,10 @@ GuiShapeNameHud::GuiShapeNameHud()
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mLabelFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
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mLabelFrameColor.set( 0, 1, 0, 1 );
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mTextColor.set( 0, 1, 0, 1 );
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//> ZOD: Team coloring
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mEnemyTextColor.set( 1, 0, 0, 1 );
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mNeutralTextColor.set( 1, 1, 1, 1 );
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//> ZOD: End addition
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mShowFrame = mShowFill = true;
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mShowLabelFrame = mShowLabelFill = false;
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mVerticalOffset = 0.5f;
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@ -135,6 +145,10 @@ void GuiShapeNameHud::initPersistFields()
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
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addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." );
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addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." );
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// ZOD: Team coloring
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addField( "enemyTextColor", TypeColorF, Offset( mEnemyTextColor, GuiShapeNameHud ), "Color for enemy shapes." );
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//> ZOD: End addition
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addField( "neutralTextColor", TypeColorF, Offset( mNeutralTextColor, GuiShapeNameHud ), "Color for neutral shapes." );
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endGroup("Colors");
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addGroup("Misc");
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@ -174,7 +188,10 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// Must have a connection and control object
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn) return;
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GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
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//> ZOD: Team coloring
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//GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
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ShapeBase * control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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//< ZOD: End edit
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if (!control) return;
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// Get control camera info
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@ -199,6 +216,12 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticObjectType;
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control->disableCollision();
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//> ZOD: Team coloring
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ColorF renderColor;
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const char *fof = NULL;
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char buf[64];
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//< ZOD: End addition
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// All ghosted objects are added to the server connection group,
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// so we can find all the shape base objects by iterating through
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// our current connection.
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@ -207,6 +230,9 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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if ( shape ) {
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if (shape != control && shape->getShapeName())
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{
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//> ZOD: If cloaked, early out
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if ( shape->getCloakedState() )
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continue;
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// Target pos to test, if it's a player run the LOS to his eye
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// point, otherwise we'll grab the generic box center.
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@ -266,8 +292,32 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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F32 opacity = (shapeDist < fadeDistance)? 1.0:
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1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
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//> ZOD: Team coloring
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S32 myId = control->getTeamId();
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S32 targetId = shape->getTeamId();
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if(targetId == 0)
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{
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fof = "N";
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renderColor = mNeutralTextColor;
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}
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else if(myId != targetId)
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{
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fof = "E";
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renderColor = mEnemyTextColor;
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}
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else
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{
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fof = "F";
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renderColor = mTextColor;
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}
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// Append the distance from the shape to the name
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dSprintf(buf,sizeof(buf), "%s : %gm", shape->getShapeName(), mFloor(shapeDist));
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), buf, opacity, renderColor);
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//< ZOD: End addition
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// Render the shape's name
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
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//drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
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}
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}
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}
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@ -275,6 +325,45 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// Restore control object collision
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control->enableCollision();
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// ZOD: Waypoints
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SimSet *WayPointSet = Sim::getWayPointSet();
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SimSet::iterator i;
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for(i = WayPointSet->begin(); i != WayPointSet->end(); i++)
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{
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WayPoint *way = (WayPoint *) (*i);
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S32 myId = control->getTeamId();
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S32 wayId = way->getTeamId();
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Point3F wayPos;
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MatrixF srtMat = way->getTransform();
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srtMat.getColumn(3, &wayPos);
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VectorF wayDir = wayPos - control->getPosition();//camPos;
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F32 wayDist = wayDir.lenSquared();
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if (wayDist == 0)
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continue;
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wayDist = mSqrt(wayDist);
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Point3F projPnt;
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wayPos.z += mVerticalOffset;
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if (!parent->project(wayPos, &projPnt))
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continue;
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fof = way->mName;
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if(wayId == 0)
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renderColor = mNeutralTextColor;
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else if(myId != wayId)
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renderColor = mEnemyTextColor;
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else
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renderColor = mTextColor;
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dSprintf(buf,sizeof(buf), "%s : %gm", fof, mFloor(wayDist));
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), buf, renderColor.alpha, renderColor);
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}
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// ZOD: End addition
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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@ -291,7 +380,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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/// specified y position.)
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/// @param name String name to display.
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/// @param opacity Opacity of name (a fraction).
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity, ColorF mTextColor)
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{
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F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2;
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F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2;
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@ -907,6 +907,7 @@ ShapeBase::ShapeBase()
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damageDir( 0.0f, 0.0f, 1.0f ),
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mCloaked( false ),
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mCloakLevel( 0.0f ),
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mTeamId( 0 ), //> ZOD: Add team Id
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mFadeOut( true ),
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mFading( false ),
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mFadeVal( 1.0f ),
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@ -2969,6 +2970,12 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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ThreadMask | ImageMask | CloakMask | SkinMask)))
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return retMask;
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//> ZOD: Add team Id
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if(stream->writeFlag(mask & TeamMask)) {
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stream->write(mTeamId);
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}
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//< ZOD: End addition
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if (stream->writeFlag(mask & DamageMask)) {
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stream->writeFloat(mClampF(mDamage / mDataBlock->maxDamage, 0.f, 1.f), DamageLevelBits);
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stream->writeInt(mDamageState,NumDamageStateBits);
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@ -3076,6 +3083,12 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
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if(!stream->readFlag())
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return;
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//> ZOD: Add team Id
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if(stream->readFlag()) {
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stream->read(&mTeamId);
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}
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//< ZOD: End addition
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if (stream->readFlag()) {
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mDamage = mClampF(stream->readFloat(DamageLevelBits) * mDataBlock->maxDamage, 0.f, mDataBlock->maxDamage);
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DamageState prevState = mDamageState;
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@ -3579,6 +3592,35 @@ void ShapeBase::setCurrentWaterObject( WaterObject *obj )
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}
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//--------------------------------------------------------------------------
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//> ZOD: Add team Id
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void ShapeBase::setTeamId(S32 teamId)
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{
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if(teamId < 0)
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teamId = 0;
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mTeamId = teamId;
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setMaskBits(TeamMask);
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}
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DefineEngineMethod( ShapeBase, setTeamId, void, ( S32 teamId ),,
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"@brief Set this object's current team.\n\n"
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"@param teamId new team\n"
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"@see getTeamId()\n")
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{
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object->setTeamId( teamId );
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}
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DefineEngineMethod( ShapeBase, getTeamId, S32, (),,
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"@brief Get the object's current team.\n\n"
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"@return team\n"
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"@see setTeamId()\n")
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{
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return object->getTeamId();
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}
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//----------------------------------------------------------------------------
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DefineEngineMethod( ShapeBase, setHidden, void, ( bool show ),,
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"@brief Add or remove this object from the scene.\n\n"
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@ -876,7 +876,7 @@ protected:
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F32 mEnergy; ///< Current enery level.
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F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
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S32 mTeamId; ///< ZOD: Team identification for shape name
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F32 mMass; ///< Mass.
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F32 mOneOverMass; ///< Inverse of mass.
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/// @note This is used to optimize certain physics calculations.
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@ -1139,8 +1139,11 @@ public:
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DamageMask = Parent::NextFreeMask << 1,
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NoWarpMask = Parent::NextFreeMask << 2,
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CloakMask = Parent::NextFreeMask << 3,
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SkinMask = Parent::NextFreeMask << 4,
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MeshHiddenMask = Parent::NextFreeMask << 5,
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//SkinMask = Parent::NextFreeMask << 4,
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SkinMask = CloakMask,
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//MeshHiddenMask = Parent::NextFreeMask << 5,
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MeshHiddenMask = Parent::NextFreeMask << 4,
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TeamMask = Parent::NextFreeMask << 5, //> ZOD: Add team Id
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SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
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ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
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ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
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@ -1170,7 +1173,10 @@ public:
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void onSceneRemove();
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static void consoleInit();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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//> ZOD: Add team Id
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S32 getTeamId() { return mTeamId; }
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void setTeamId(S32 team);
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//< ZOD: End addition
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/// @}
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/// @name Name & Skin tags
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@ -380,6 +380,12 @@ static void _scanCallback( SceneObject* object, void* data )
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ShapeBase* shape = dynamic_cast<ShapeBase*>(object);
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if (shape && shape->getDamageState() == ShapeBase::Enabled)
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{
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//> ZOD: Filter out these immediately
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S32 myId = turret->getTeamId();
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S32 targetId = shape->getTeamId();
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if (myId == targetId || shape->getCloakedState())
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return;
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//< ZOD: End addition
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Point3F targetPos = shape->getBoxCenter();
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// Put target position into the scan node's space
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@ -1352,3 +1358,13 @@ DefineEngineMethod( AITurretShape, recenterTurret, void, ( ),,
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{
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object->recenterTurret();
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}
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//< ZOD: You will shoot who I say to shoot!
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DefineEngineMethod( AITurretShape, addToTargetList, void, (ShapeBase* obj),,
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"@brief Adds object to the turret's target list.\n\n"
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"All objects in this list will be targeted by the turret.\n"
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"@param obj The ShapeBase object to target.\n")
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{
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object->addPotentialTarget(obj);
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}
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//< ZOD: End addition
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