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-rw-r--r--Source/GameDraw.cpp1770
1 files changed, 0 insertions, 1770 deletions
diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp
deleted file mode 100644
index c79d87e..0000000
--- a/Source/GameDraw.cpp
+++ /dev/null
@@ -1,1770 +0,0 @@
-#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;
-}
-