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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:20:54 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:22:53 +0700
commit602a0c5951050e7cce645534cb4f136cf9f4fee4 (patch)
treee70e63b0b0058830e58c244ad917bc892c10418f /src/GameDraw.cpp
parent094e12df1ebb81d304803be4b274546384ec117c (diff)
downloadblackshades-602a0c5951050e7cce645534cb4f136cf9f4fee4.tar.gz
Rename source and build directory1.1.1
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp1770
1 files changed, 1770 insertions, 0 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
new file mode 100644
index 0000000..c79d87e
--- /dev/null
+++ b/src/GameDraw.cpp
@@ -0,0 +1,1770 @@
+#include "Game.h"
+
+extern int thirdperson;
+
+extern double multiplier;
+
+extern int nocolors;
+
+extern int visions;
+
+extern unsigned int gSourceID[100];
+
+extern unsigned int gSampleSet[100];
+
+extern Camera camera;
+
+extern Sprites sprites;
+
+extern float camerashake;
+
+extern Fog fog;
+
+extern float fogcolorr;
+
+extern float fogcolorg;
+
+extern float fogcolorb;
+
+extern float sinefluct;
+
+extern float sinefluctprog;
+
+extern int environment;
+
+extern Decals decals;
+
+/*********************> DrawGLScene() <*****/
+
+int Game::DrawGLScene(void)
+
+{
+
+ //Main menu
+
+ if(mainmenu==1){
+
+ //Setup fast sine fluctuation
+
+ sinefluct=sin(sinefluctprog);
+
+ sinefluctprog+=multiplier*1.5;
+
+
+
+ glLoadIdentity();
+
+ glClearColor(0,0,0,1);
+
+ glDisable(GL_CLIP_PLANE0);
+
+ glDisable(GL_FOG);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+
+
+ //"Black Shades"
+
+ glDisable(GL_TEXTURE_2D);
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ //Draw smoke
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(60+sinefluct*40,335-sinefluct*9,0);
+
+ glScalef(500-sinefluct*80,70+sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,1,1,.4+sinefluct/8);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glPopMatrix();
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(60+sinefluct*40,335-sinefluct*9,0);
+
+ glScalef(530-sinefluct*80,50+sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(-sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,1,1,.4-sinefluct/8);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glDepthMask(1);
+
+
+
+ //Text
+
+
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(0,0,0,1);
+
+ static char string[256]="";
+
+ sprintf (string, "Black Shades");
+
+ text.glPrint(100,175,string,1,2,640,480);
+
+
+
+ //"New Game"
+
+ glDisable(GL_TEXTURE_2D);
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ //Draw smoke
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(120-sinefluct*40,235+sinefluct*9,0);
+
+ glScalef(440+sinefluct*80,70-sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,0,0,.5+sinefluct/6);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glPopMatrix();
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(120-sinefluct*40,235+sinefluct*9,0);
+
+ glScalef(460+sinefluct*80,50-sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(-sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,0,0,.5-sinefluct/6);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glDepthMask(1);
+
+
+
+ //Text
+
+
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(0,0,0,1);
+
+ if(!gameinprogress)sprintf (string, "New Game");
+
+ if(gameinprogress)sprintf (string, "Resume Game");
+
+ text.glPrint(190-gameinprogress*10,170,string,1,1.5,640,480);
+
+
+
+ //"Quit"
+
+ glDisable(GL_TEXTURE_2D);
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ //Draw smoke
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(120-sinefluct*40,112+sinefluct*9,0);
+
+ glScalef(440+sinefluct*80,70-sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,0,0,.5+sinefluct/6);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glPopMatrix();
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glTranslatef(120-sinefluct*40,112+sinefluct*9,0);
+
+ glScalef(460+sinefluct*80,50-sinefluct*18,1);
+
+ glTranslatef(.5,.5,0);
+
+ glScalef(.5,.5,1);
+
+ glRotatef(-sinefluctprog*50,0,0,1);
+
+ glEnable(GL_TEXTURE_2D);
+
+ if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
+
+ if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(1,0,0,.5-sinefluct/6);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1,-1, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-1,-1, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1, -1, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glDepthMask(1);
+
+
+
+ //Text
+
+
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(0,0,0,1);
+
+ if(!gameinprogress)sprintf (string, "Quit");
+
+ if(gameinprogress)sprintf (string, "End Game");
+
+ text.glPrint(197-gameinprogress*15,87,string,1,1.5,640,480);
+
+
+
+ //High score
+
+ glColor4f(.5+sinefluct/5,0,0,1);
+
+ if(!beatgame)sprintf (string, "High Score: %d", highscore);
+
+ if(beatgame)sprintf (string, "High Score: %d *COMPLETED* Please vote for Black Shades at iDevGames.com!", highscore);
+
+ text.glPrint(0,0,string,1,.8,640,480);
+
+
+
+ //Mandatory udg text
+
+ glColor4f(.3-sinefluct/20,.3-sinefluct/20,.3-sinefluct/20,1);
+
+ sprintf (string, "uDevGame 2002 Entry - Visit iDevGames.com for more games!");
+
+ text.glPrint(500,750,string,1,.6,640,480);
+
+
+
+
+ //Mouse (draw)
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW);
+
+ glDisable(GL_TEXTURE_2D);
+
+
+ Point mouseloc;
+
+ GetMouse(&mouseloc);
+
+ mouseloc.v=screenheight-mouseloc.v;
+
+
+ glColor4f(.1,0,0,1);
+
+
+
+ float size=5;
+
+
+
+ glBegin(GL_TRIANGLES);
+
+ glVertex3f(mouseloc.h,mouseloc.v,0);
+
+ glVertex3f(mouseloc.h+2*size,mouseloc.v-2*size,0);
+
+ glVertex3f(mouseloc.h+.5*size,mouseloc.v-2*size,0);
+
+ glEnd();
+
+
+
+ glColor4f(1,0,0,1);
+
+
+
+ glBegin(GL_QUADS);
+
+ glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
+
+ glVertex3f(mouseloc.h,mouseloc.v,0);
+
+ glVertex3f(mouseloc.h+2*size,mouseloc.v-2*size,0);
+
+ glVertex3f(olddrawmouse.h+2*size,olddrawmouse.v-2*size,0);
+
+
+
+ glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
+
+ glVertex3f(mouseloc.h,mouseloc.v,0);
+
+ glVertex3f(mouseloc.h+.5*size,mouseloc.v-2*size,0);
+
+ glVertex3f(olddrawmouse.h+.5*size,olddrawmouse.v-2*size,0);
+
+
+
+ glVertex3f(olddrawmouse.h+2*size,olddrawmouse.v-2*size,0);
+
+ glVertex3f(mouseloc.h+2*size,mouseloc.v-2*size,0);
+
+ glVertex3f(mouseloc.h+.5*size,mouseloc.v-2*size,0);
+
+ glVertex3f(olddrawmouse.h+.5*size,olddrawmouse.v-2*size,0);
+
+ glEnd();
+
+ glPopMatrix();
+
+
+ olddrawmouse=mouseloc;
+
+
+ //Flash
+
+ if(flashamount>0){
+
+ if(flashamount>1)flashamount=1;
+
+ flashamount-=multiplier;
+
+ if(flashamount<0)flashamount=0;
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glScalef(screenwidth,screenheight,1);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(flashr,flashg,flashb,flashamount);
+
+ glBegin(GL_QUADS);
+
+ glVertex3f(0, 0, 0.0f);
+
+ glVertex3f(256, 0, 0.0f);
+
+ glVertex3f(256, 256, 0.0f);
+
+ glVertex3f(0, 256, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+
+ glEnable(GL_CULL_FACE);
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(1);
+
+ }
+
+ }
+
+ //If in-game
+
+ if(mainmenu!=1){
+
+ //If flashing to fix menu bug, go back to menu after a frame
+
+ if(mainmenu==2)mainmenu=1;
+
+ glLoadIdentity();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glDisable(GL_CLIP_PLANE0);
+
+ //Visions
+
+ sinefluct=sin(sinefluctprog);
+
+ sinefluctprog+=multiplier*3;
+
+ if(visions==0){
+
+ //environment light
+
+ if(environment==sunny_environment){
+
+ viewdistance=2000;
+
+ fogcolorr=.5;
+
+ fogcolorg=.5;
+
+ fogcolorb=.8;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.1);
+
+ }
+
+ if(environment==foggy_environment){
+
+ viewdistance=500;
+
+ fogcolorr=.5;
+
+ fogcolorg=.5;
+
+ fogcolorb=.5;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
+
+ }
+
+ if(environment==night_environment){
+
+ viewdistance=500;
+
+ fogcolorr=.15;
+
+ fogcolorg=.15;
+
+ fogcolorb=.3;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
+
+ }
+
+ if(environment==snowy_environment){
+
+ viewdistance=800;
+
+ fogcolorr=.5;
+
+ fogcolorg=.5;
+
+ fogcolorb=.5;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
+
+ }
+
+ if(environment==rainy_environment){
+
+ viewdistance=700;
+
+ fogcolorr=.3;
+
+ fogcolorg=.3;
+
+ fogcolorb=.3;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
+
+ }
+
+ if(environment==firey_environment){
+
+ viewdistance=600;
+
+ fogcolorr=.3;
+
+ fogcolorg=.1;
+
+ fogcolorb=0;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
+
+ }
+
+ glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
+
+
+
+ if(environment==sunny_environment){
+
+ GLfloat LightAmbient[]= { fogcolorr/4, fogcolorg/4, fogcolorb/4, 1.0f};
+
+ GLfloat LightDiffuse[]= { fogcolorr*1.6, fogcolorg*1.6, fogcolorr*1.6, 1.0f };
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
+
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+
+ }
+
+ if(environment!=sunny_environment){
+
+ GLfloat LightAmbient[]= { fogcolorr*.8, fogcolorg*.8, fogcolorb*.8, 1.0f};
+
+ GLfloat LightDiffuse[]= { fogcolorr*.8, fogcolorg*.8, fogcolorr*.8, 1.0f };
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
+
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+
+ }
+
+
+
+ glEnable(GL_LIGHT0);
+
+
+
+ //Change fov if zooming with scope
+
+ if(!zoom)ReSizeGLScene(90,.1);
+
+ if(zoom)ReSizeGLScene(10,.6);
+
+ nocolors=0;
+
+ }
+
+
+
+ if(visions==1){
+
+ //light
+
+ GLfloat LightAmbient[]= { 0, 0, 0, 1.0f};
+
+ GLfloat LightDiffuse[]= { .1+sinefluct/5, 0, 0, 1.0f };
+
+
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
+
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+
+ glEnable(GL_LIGHT0);
+
+
+
+ fogcolorr=(sinefluct/4+.5);
+
+ fogcolorg=0;
+
+ fogcolorb=0;
+
+ fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(sinefluct/4+.3),sinefluct/3+.7);
+
+ glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
+
+ ReSizeGLScene(120-sinefluct*20,.3);
+
+ glRotatef(sinefluct*10,0,0,.1);
+
+ nocolors=1;
+
+ //Pitch higher if moving for effect
+
+ if(person[0].currentanimation==idleanim)alSourcef(gSourceID[visionsound], AL_PITCH, 1);
+
+ if(person[0].currentanimation!=idleanim)alSourcef(gSourceID[visionsound], AL_PITCH, 2);
+
+ }
+
+
+
+ //Camera
+
+ float bluramount=.1*blurness;
+
+ blur=1-blur;
+
+ //Set rotation/position
+
+ if(thirdperson)glTranslatef(camera.targetoffset.x,camera.targetoffset.y,camera.targetoffset.z);
+
+ if(thirdperson!=2&&(person[0].skeleton.free!=1||thirdperson!=0)){
+
+ glRotatef(camera.visrotation2+-bluramount/2+(float)blur*bluramount,1,0,0);
+
+ glRotatef(camera.visrotation+-bluramount/2+(float)blur*bluramount,0,1,0);
+
+ }
+
+ if(thirdperson==0&&person[0].skeleton.free==1){
+
+ glRotatef(person[0].skeleton.joints[(person[0].skeleton.jointlabels[head])].rotate3,0,1,0);
+
+ glRotatef(180-(person[0].skeleton.joints[(person[0].skeleton.jointlabels[head])].rotate2+90),0,0,1);
+
+ glRotatef(person[0].skeleton.joints[(person[0].skeleton.jointlabels[head])].rotate1+90,0,1,0);
+
+ }
+
+ if(thirdperson==2){
+
+ glRotatef(oldrot2+-bluramount/2+(float)blur*bluramount,1,0,0);
+
+ glRotatef(oldrot+-bluramount/2+(float)blur*bluramount,0,1,0);
+
+ }
+
+ //Shake camera if grenade explosion
+
+ if(camerashake>0){
+
+ if(!(person[0].aiming<1||person[0].whichgun==grenade||thirdperson)){
+
+ camerashake=0;
+
+ }
+
+ glTranslatef((float)(Random()%100)/100*camerashake,(float)(Random()%100)/100*camerashake,(float)(Random()%100)/100*camerashake);
+
+ }
+
+ camera.Apply();
+
+
+
+ glPushMatrix();
+
+ glClipPlane(GL_CLIP_PLANE0, eqn);
+
+ glDisable(GL_CLIP_PLANE0);
+
+ glPopMatrix();
+
+
+
+ frustum.GetFrustum();
+
+
+
+ GLfloat LightPosition[]= { -.5, 1, -.8, 0.0f };
+
+ glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
+
+
+
+ glDisable(GL_TEXTURE_2D);
+
+ glEnable(GL_FOG);
+
+ glEnable(GL_COLOR_MATERIAL);
+
+ glEnable(GL_CULL_FACE);
+
+ glDepthMask(1);
+
+
+
+ //Draw street
+
+ glPushMatrix();
+
+ glDepthMask(0);
+
+ glDisable(GL_DEPTH_TEST);
+
+ glEnable(GL_LIGHTING);
+
+ glTranslatef(camera.position.x,0,camera.position.z);
+
+ glScalef(viewdistance*5/100,1,viewdistance*5/100);
+
+ if(visions==0)street.draw(.22,.22,.22);
+
+ if(visions==1)street.draw(0,0,0);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glDepthMask(1);
+
+ glPopMatrix();
+
+
+
+ if(visions==0)glEnable(GL_LIGHTING);
+
+ if(visions==1)glDisable(GL_LIGHTING);
+
+
+
+ //Draw blocks
+
+ glEnable(GL_BLEND);
+
+ XYZ move2;
+
+ XYZ move;
+
+ int beginx,endx;
+
+ int beginz,endz;
+
+ int beginoccludex,endoccludex;
+
+ int beginoccludez,endoccludez;
+
+ int distsquared;
+
+
+
+ //Only nearby blocks
+
+ beginx=(camera.position.x-viewdistance+block_spacing/2)/block_spacing-2;
+
+ if(beginx<0)beginx=0;
+
+ beginz=(camera.position.z-viewdistance+block_spacing/2)/block_spacing-2;
+
+ if(beginz<0)beginz=0;
+
+
+
+ endx=(camera.position.x+viewdistance+block_spacing/2)/block_spacing+2;
+
+ if(endx>num_blocks-1)endx=num_blocks-1;
+
+ endz=(camera.position.z+viewdistance+block_spacing/2)/block_spacing+2;
+
+ if(endz>num_blocks-1)endz=num_blocks-1;
+
+
+
+ bool draw;
+
+ int numfail;
+
+ int whichtri;
+
+ XYZ collpoint;
+
+
+
+ for(int i=beginx;i<=endx;i++){
+
+ for(int j=beginz;j<=endz;j++){
+
+ drawn[i][j]=1;
+
+ }
+
+ }
+
+
+
+ if(beginx<endx&&beginz<endz)
+
+ for(int i=beginx;i<=endx;i++){
+
+ for(int j=beginz;j<=endz;j++){
+
+ draw=1;
+
+ //Only draw if visible
+
+ distsquared=((i)*block_spacing-camera.position.x)*((i)*block_spacing-camera.position.x)+((j)*block_spacing-camera.position.z)*((j)*block_spacing-camera.position.z);
+
+ if(distsquared>(viewdistance*viewdistance+block_spacing*block_spacing ))draw=0;
+
+ if(draw&&citytype[i][j]!=3&&!frustum.CubeInFrustum((i)*block_spacing,0,(j)*block_spacing,block_spacing))draw=0;
+
+ if(draw&&citytype[i][j]!=3&&!frustum.SphereInFrustum(blocks[citytype[i][j]].boundingspherecenter.x+(i)*block_spacing,blocks[citytype[i][j]].boundingspherecenter.y,blocks[citytype[i][j]].boundingspherecenter.z+(j)*block_spacing,blocks[citytype[i][j]].boundingsphereradius))draw=0;
+
+ if(draw){
+
+ glPushMatrix();
+
+ glTranslatef(i*block_spacing,0,j*block_spacing);
+
+ glRotatef(cityrotation[i][j]*90,0,1,0);
+
+ blocks[citytype[i][j]].draw();
+
+ glPopMatrix();
+
+ }
+
+ if(!draw){
+
+ move.y=0;
+
+ move.x=i*block_spacing;
+
+ move.z=j*block_spacing;
+
+ if(findDistancefast(move,camera.position)<300000)drawn[i][j]=0;
+
+ }
+
+ }
+
+ }
+
+
+
+ //Decals
+
+ decals.draw();
+
+
+
+ //Occluding blocks
+
+ beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
+
+ if(beginx<0)beginx=0;
+
+ beginz=(camera.position.z+block_spacing/2)/block_spacing-2;
+
+ if(beginz<0)beginz=0;
+
+
+
+ endx=(camera.position.x+block_spacing/2)/block_spacing+2;
+
+ if(endx>num_blocks-1)endx=num_blocks-1;
+
+ endz=(camera.position.z+block_spacing/2)/block_spacing+2;
+
+ if(endz>num_blocks-1)endz=num_blocks-1;
+
+
+
+ float M[16];
+
+ XYZ drawpoint;
+
+ float size=20;
+
+
+
+ //Draw people
+
+ if(visions==1)fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(-sinefluct/4+.3),-sinefluct/3+.7);
+
+ glColor4f(1,1,1,1);
+
+ glEnable(GL_COLOR_MATERIAL);
+
+ glEnable(GL_BLEND);
+
+ for(int i=0;i<numpeople;i++){
+
+
+
+ draw=1;
+
+ if(person[i].skeleton.free<1){
+
+ if(person[i].whichblockx>=0&&person[i].whichblockx<num_blocks&&person[i].whichblocky>=0&&person[i].whichblocky<num_blocks){
+
+ if(!drawn[person[i].whichblockx][person[i].whichblocky])draw=0;
+
+ }else draw=0;
+
+ if(draw)
+
+ if(!frustum.CubeInFrustum(person[i].playercoords.x,person[i].playercoords.y,person[i].playercoords.z,5))draw=0;
+
+ if(draw)
+
+ if(findDistancefast(person[i].playercoords,camera.position)>1000000)draw=0;
+
+ if(draw)
+
+ for(int j=beginx;j<=endx;j++){
+
+ for(int k=beginz;k<=endz;k++){
+
+ if(draw){
+
+ move.y=0;
+
+ move.x=j*block_spacing;
+
+ move.z=k*block_spacing;
+
+ if(findDistancefast(move,camera.position)<100000){
+
+ whichtri=blockocclude.LineCheck2(camera.position,person[i].playercoords,&collpoint,move,0);
+
+ if(whichtri!=-1)draw=0;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if(draw){
+
+ move.y=0;
+
+ move.x=person[i].whichblockx*block_spacing;
+
+ move.z=person[i].whichblocky*block_spacing;
+
+ whichtri=blockocclude.LineCheck2(camera.position,person[i].playercoords,&collpoint,move,0);
+
+ if(whichtri!=-1)draw=0;
+
+ }
+
+ if(i==0)draw=1;
+
+ }
+
+ if(person[i].skeleton.free==1){
+
+ if(draw)
+
+ if(!person[i].skeleton.broken&&!frustum.CubeInFrustum(person[i].averageloc.x,person[i].averageloc.y,person[i].averageloc.z,5))draw=0;
+
+ if(draw)
+
+ if(findDistancefast(person[i].averageloc,camera.position)>1000000)draw=0;
+
+ if(draw)
+
+ if(person[i].skeleton.joints[0].position.y<-2)draw=0;
+
+ for(int j=beginx;j<=endx;j++){
+
+ for(int k=beginz;k<=endz;k++){
+
+ if(draw){
+
+ move.y=0;
+
+ move.x=j*block_spacing;
+
+ move.z=k*block_spacing;
+
+ if(findDistancefast(move,camera.position)<100000){
+
+ whichtri=blockocclude.LineCheck2(camera.position,person[i].averageloc,&collpoint,move,0);
+
+ if(whichtri!=-1)draw=0;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if(draw){
+
+ move.y=0;
+
+ move.x=person[i].whichblockx*block_spacing;
+
+ move.z=person[i].whichblocky*block_spacing;
+
+ whichtri=blockocclude.LineCheck2(camera.position,person[i].averageloc,&collpoint,move,0);
+
+ if(whichtri!=-1)draw=0;
+
+ }
+
+ if(i==0)draw=1;
+
+ }
+
+ if(draw&&person[i].existing==1){
+
+ if((findDistancefast(person[i].playercoords,camera.position)<100000+zoom*3000000&&person[i].skeleton.free<1)||(findDistancefast(person[i].averageloc,camera.position)<100000+zoom*3000000&&person[i].skeleton.free>=1)){
+
+ glPushMatrix();
+
+ if(person[i].skeleton.free==0){
+
+ glTranslatef(person[i].playercoords.x,person[i].playercoords.y,person[i].playercoords.z);
+
+ glRotatef(person[i].playerrotation,0,1,0);
+
+ if(i!=0||visions==0)person[i].DoAnimations(i);
+
+ if(i==0&&visions==1)person[i].DoAnimationslite(i);
+
+ }
+
+ if(visions==1)nocolors=1;
+
+ if(visions==1&&person[i].type==eviltype)nocolors=2;
+
+ if(visions==1&&person[i].type==viptype)nocolors=3;
+
+ if(!(visions==1&&i==0)&&!(zoom==1&&i==0))person[i].DrawSkeleton(i);
+
+ glPopMatrix();
+
+ }
+
+ else{
+
+ glPushMatrix();
+
+ if(person[i].skeleton.free<1)person[i].DoAnimationslite(i);
+
+ glColor4f(1,1,1,1);
+
+ glEnable(GL_BLEND);
+
+ glDisable(GL_CULL_FACE);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glDisable(GL_LIGHTING);
+
+ glDepthMask(0);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ if(person[i].skeleton.free<1){
+
+ glBindTexture(GL_TEXTURE_2D, personspritetextureptr);
+
+ glTranslatef(person[i].playercoords.x,person[i].playercoords.y+size/2*.3,person[i].playercoords.z);
+
+ }
+
+ if(person[i].skeleton.free==1){
+
+ glBindTexture(GL_TEXTURE_2D, deadpersonspritetextureptr);
+
+ glTranslatef(person[i].averageloc.x,person[i].averageloc.y+size/2*.3,person[i].averageloc.z);
+
+ }
+
+ glGetFloatv(GL_MODELVIEW_MATRIX,M);
+
+ drawpoint.x=M[12];
+
+ drawpoint.y=M[13];
+
+ drawpoint.z=M[14];
+
+ glLoadIdentity();
+
+ glTranslatef(drawpoint.x, drawpoint.y, drawpoint.z);
+
+ glBegin(GL_TRIANGLES);
+
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( .3f*size, .3f*size, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size, .3f*size, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size,-.3f*size, 0.0f);
+
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-.3f*size,-.3f*size, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size, -.3f*size, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size, .3f*size, 0.0f);
+
+ glEnd();
+
+ glPopMatrix();
+
+ glDepthMask(1);
+
+ glDisable(GL_TEXTURE_2D);
+
+ glEnable(GL_CULL_FACE);
+
+ if(visions!=1)glEnable(GL_LIGHTING);
+
+ }
+
+ }
+
+ if(person[i].skeleton.free<1&&!draw)person[i].DoAnimationslite(i);
+
+
+
+ if(!person[i].existing)
+
+ if(!draw||findDistancefast(person[i].playercoords,camera.position)>10000){person[i].existing=1;}
+
+ }
+
+ glDisable(GL_COLOR_MATERIAL);
+
+ glDisable(GL_BLEND);
+
+
+
+ //Attacker psychicness
+
+ for(int i=0;i<numpeople;i++){
+
+ if(person[i].killtarget>-1&&person[i].killtargetvisible&&person[i].skeleton.free==0&&person[person[i].killtarget].skeleton.free==0){
+
+ sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[lefthand]].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[abdomen]].position+person[person[i].killtarget].playercoords, person[i].shotdelay*2);
+
+ }
+
+ if(person[i].killtarget>-1&&person[i].killtargetvisible&&person[i].skeleton.free==0&&person[person[i].killtarget].skeleton.free!=0){
+
+ sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[lefthand]].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[abdomen]].position, person[i].shotdelay*2);
+
+ }
+
+ }
+
+
+
+ //Sprites
+
+ glEnable(GL_CLIP_PLANE0);
+
+ sprites.draw();
+
+
+
+ glDisable(GL_CLIP_PLANE0);
+
+
+
+ glDisable(GL_FOG);
+
+ //Zoom
+
+ glAlphaFunc(GL_GREATER, 0.01);
+
+
+
+ if(zoom){
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glScalef(screenwidth,screenheight,1);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_BLEND);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(.5,.5,.5,1);
+
+ glBindTexture(GL_TEXTURE_2D, scopetextureptr);
+
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0,0);
+
+ glVertex3f(0, 0, 0.0f);
+
+ glTexCoord2f(1,0);
+
+ glVertex3f(1, 0, 0.0f);
+
+ glTexCoord2f(1,1);
+
+ glVertex3f(1, 1, 0.0f);
+
+ glTexCoord2f(0,1);
+
+ glVertex3f(0, 1, 0.0f);
+
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+
+ glEnable(GL_CULL_FACE);
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(1);
+
+ }
+
+
+
+ //Flash
+
+ if(flashamount>0){
+
+ if(flashamount>1)flashamount=1;
+
+ flashamount-=multiplier;
+
+ if(flashamount<0)flashamount=0;
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glScalef(screenwidth,screenheight,1);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(flashr,flashg,flashb,flashamount);
+
+ glBegin(GL_QUADS);
+
+ glVertex3f(0, 0, 0.0f);
+
+ glVertex3f(256, 0, 0.0f);
+
+ glVertex3f(256, 256, 0.0f);
+
+ glVertex3f(0, 256, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+
+ glEnable(GL_CULL_FACE);
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(1);
+
+ }
+
+ if(person[0].skeleton.free>0&&thirdperson!=2){
+
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ glDepthMask(0);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPushMatrix(); // Store The Projection Matrix
+
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPushMatrix(); // Store The Modelview Matrix
+
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+ glScalef(screenwidth,screenheight,1);
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_BLEND);
+
+ glColor4f(0,0,0,1-person[0].longdead);
+
+ glBegin(GL_QUADS);
+
+ glVertex3f(0, 0, 0.0f);
+
+ glVertex3f(256, 0, 0.0f);
+
+ glVertex3f(256, 256, 0.0f);
+
+ glVertex3f(0, 256, 0.0f);
+
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+
+ glPopMatrix(); // Restore The Old Projection Matrix
+
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+
+ glEnable(GL_CULL_FACE);
+
+ glDisable(GL_BLEND);
+
+ glDepthMask(1);
+
+ }
+
+
+
+ //Text
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(1,1,1,1);
+
+ static char string[256]="";
+
+ if(!debug){
+
+ if(person[0].whichgun==nogun)sprintf (string, "UNARMED");
+
+ if(person[0].whichgun==knife)sprintf (string, "KNIFE");
+
+ if(person[0].whichgun==assaultrifle)sprintf (string, "ASSAULT RIFLE");
+
+ if(person[0].whichgun==shotgun)sprintf (string, "SHOTGUN");
+
+ if(person[0].whichgun==sniperrifle)sprintf (string, "SNIPER RIFLE");
+
+ if(person[0].whichgun==grenade)sprintf (string, "HAND GRENADE");
+
+ if(person[0].whichgun==handgun1)sprintf (string, "MAGNUM");
+
+ if(person[0].whichgun==handgun2)sprintf (string, "HANDGUN");
+
+ text.glPrint(10,90,string,1,.8,640,480);
+
+ if(person[0].whichgun!=nogun&&person[0].whichgun!=knife&&person[0].whichgun!=grenade){
+
+ glColor4f(0,1,0,1);
+
+ sprintf (string, "Magazines");
+
+ text.glPrint(10,30,string,0,.8,640,480);
+
+ glColor4f(1,1,1,1);
+
+ sprintf (string, "0%d",(int)person[0].reloads[person[0].whichgun]);
+
+ text.glPrint(10,10,string,1,1,640,480);
+
+ if(person[0].ammo>=0){
+
+ glColor4f(0,1,0,1);
+
+ sprintf (string, "Ammo");
+
+ text.glPrint(10,65,string,0,.8,640,480);
+
+ glColor4f(1,1,1,1);
+
+ if(person[0].ammo>=10)sprintf (string, "%d",(int)person[0].ammo);
+
+ if(person[0].ammo<10)sprintf (string, "0%d",(int)person[0].ammo);
+
+ text.glPrint(10,40,string,1,1,640,480);
+
+ }
+
+ }
+
+ if(person[0].whichgun==grenade){
+
+ sprintf (string, "Grenades Left: %d",(int)person[0].reloads[person[0].whichgun]+1);
+
+ text.glPrint(10,20,string,0,.8,640,480);
+
+ }
+
+ glColor4f(1,1,0,1);
+
+ sprintf (string, "Score");
+
+ text.glPrint(725,575,string,0,.8,640,480);
+
+ glColor4f(1,1,1,1);
+
+ sprintf (string, "%d", score);
+
+ text.glPrint(580,440,string,1,1,640,480);
+
+
+
+ glColor4f(1,1,0,1);
+
+ sprintf (string, "Time Remaining");
+
+ text.glPrint(50,575,string,0,.8,640,480);
+
+ glColor4f(1,1,1,1);
+
+ if((int)timeremaining%60>=10)sprintf (string, "%d:%d", (int)(timeremaining/60),(int)timeremaining%60);
+
+ if((int)timeremaining%60<10)sprintf (string, "%d:0%d", (int)(timeremaining/60),(int)timeremaining%60);
+
+ text.glPrint(72.5,440,string,1,1,640,480);
+
+ }
+
+
+
+ if(debug){
+
+ sprintf (string, "The framespersecond is %d out of maximum %d.",(int)framespersecond+1,maxfps);
+
+ text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
+
+ if(enemystate==0)sprintf (string, "Enemies are in random assassination mode.");
+
+ if(enemystate==1)sprintf (string, "Enemies are in passive mode.");
+
+ if(enemystate==2)sprintf (string, "Enemies are in DIE!!!! mode.");
+
+ text.glPrint(10,20,string,0,.8,screenwidth,screenheight);
+
+ sprintf (string, "You have pointlessly shot or beaten %d unarmed civilians.",civkills);
+
+ text.glPrint(10,60,string,0,.8,screenwidth,screenheight);
+
+ sprintf (string, "You have incapacitated %d assassins.",goodkills);
+
+ text.glPrint(10,70,string,0,.8,screenwidth,screenheight);
+
+ sprintf (string, "You have allowed %d successful murders.",badkills);
+
+ text.glPrint(10,80,string,0,.8,screenwidth,screenheight);
+
+ }
+
+ /*
+ sprintf (string, "");
+
+ text.glPrint(10,80,string,0,.8,screenwidth,screenheight);
+ */
+
+ }
+
+ return 1;
+}
+