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Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp168
1 files changed, 26 insertions, 142 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 999b5e3..6ddfed8 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -1,4 +1,4 @@
-#include "Game.h"	
+#include "Game.h"
 
 extern int thirdperson;
 
@@ -36,10 +36,9 @@ extern Decals decals;
 
 /*********************> DrawGLScene() <*****/
 
-int Game::DrawGLScene(void)									
-
-{	
+int Game::DrawGLScene(void)
 
+{
 	//Main menu
 
 	if(mainmenu==1){
@@ -50,8 +49,6 @@ int Game::DrawGLScene(void)
 
 		sinefluctprog+=multiplier*1.5;
 
-		
-
 		glLoadIdentity();
 
 		glClearColor(0,0,0,1);
@@ -62,8 +59,6 @@ int Game::DrawGLScene(void)
 
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-		
-
 		//"Black Shades"
 
 		glDisable(GL_TEXTURE_2D);
@@ -178,12 +173,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -194,8 +185,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(100,175,string,1,2,640,480);
 
-		
-
 		//"New Game"
 
 		glDisable(GL_TEXTURE_2D);
@@ -314,12 +303,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -330,8 +315,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(190-gameinprogress*10,170,string,1,1.5,640,480);
 
-		
-
 		//"Quit"
 
 		glDisable(GL_TEXTURE_2D);
@@ -450,12 +433,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -466,8 +445,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(197-gameinprogress*15,87,string,1,1.5,640,480);
 
-		
-
 		//High score
 
 		glColor4f(.5+sinefluct/5,0,0,1);
@@ -478,8 +455,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(0,0,string,1,.8,640,480);
 
-		
-
 		//Mandatory udg text
 
 		glColor4f(.3-sinefluct/20,.3-sinefluct/20,.3-sinefluct/20,1);
@@ -488,9 +463,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(500,750,string,1,.6,640,480);
 
-		
-
-		
 		//Mouse (draw)
 
 		glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
@@ -501,26 +473,20 @@ int Game::DrawGLScene(void)
 
 		glOrtho(0,screenwidth,0,screenheight,-100,100);						// Set Up An Ortho Screen
 
-		glMatrixMode(GL_MODELVIEW);			
+		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);
@@ -531,12 +497,8 @@ int Game::DrawGLScene(void)
 
 		glEnd();
 
-		
-
 		glColor4f(1,0,0,1);
 
-		
-
 		glBegin(GL_QUADS);
 
 			glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
@@ -547,8 +509,6 @@ int Game::DrawGLScene(void)
 
 			glVertex3f(olddrawmouse.h+2*size,olddrawmouse.v-2*size,0);
 
-			
-
 			glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
 
 			glVertex3f(mouseloc.h,mouseloc.v,0);
@@ -557,8 +517,6 @@ int Game::DrawGLScene(void)
 
 			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);
@@ -571,9 +529,7 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
 		olddrawmouse=mouseloc;
-		
 
 		//Flash
 
@@ -642,8 +598,7 @@ int Game::DrawGLScene(void)
 			glDisable(GL_BLEND);
 
 			glDepthMask(1);
-
-		}	
+		}
 
 	}
 
@@ -675,7 +630,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==sunny_environment){
 
-				viewdistance=2000;	
+				viewdistance=2000;
 
 				fogcolorr=.5;
 
@@ -689,7 +644,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==foggy_environment){
 
-				viewdistance=500;	
+				viewdistance=500;
 
 				fogcolorr=.5;
 
@@ -703,7 +658,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==night_environment){
 
-				viewdistance=500;	
+				viewdistance=500;
 
 				fogcolorr=.15;
 
@@ -717,7 +672,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==snowy_environment){
 
-				viewdistance=800;	
+				viewdistance=800;
 
 				fogcolorr=.5;
 
@@ -731,7 +686,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==rainy_environment){
 
-				viewdistance=700;	
+				viewdistance=700;
 
 				fogcolorr=.3;
 
@@ -745,7 +700,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==firey_environment){
 
-				viewdistance=600;	
+				viewdistance=600;
 
 				fogcolorr=.3;
 
@@ -759,17 +714,15 @@ int Game::DrawGLScene(void)
 
 			glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
 
-			
-
 			if(environment==sunny_environment){
 
 				GLfloat LightAmbient[]=	{ fogcolorr/4, fogcolorg/4, fogcolorb/4, 1.0f};
 
 				GLfloat LightDiffuse[]=	{ fogcolorr*1.6f, fogcolorg*1.6f, fogcolorr*1.6f, 1.0f };
 
-				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
+				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);	
+				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
 			}
 
@@ -779,17 +732,13 @@ int Game::DrawGLScene(void)
 
 				GLfloat LightDiffuse[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorr*.8f, 1.0f };
 
-				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
-
-				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);	
+				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-			}			
+				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
-				
-
-			glEnable(GL_LIGHT0);	
+			}
 
-			
+			glEnable(GL_LIGHT0);
 
 			//Change fov if zooming with scope
 
@@ -801,8 +750,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(visions==1){
 
 			//light
@@ -811,15 +758,11 @@ int Game::DrawGLScene(void)
 
 			GLfloat LightDiffuse[]=		{ .1f+sinefluct/5.0f, 0, 0, 1.0f };
 
-			
-
-			glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
+			glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-			glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);		
+			glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
-			glEnable(GL_LIGHT0);	
-
-			
+			glEnable(GL_LIGHT0);
 
 			fogcolorr=(sinefluct/4+.5);
 
@@ -845,8 +788,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//Camera
 
 		float bluramount=.1*blurness;
@@ -899,8 +840,6 @@ int Game::DrawGLScene(void)
 
 		camera.Apply();
 
-		
-
 		glPushMatrix();
 
 			glClipPlane(GL_CLIP_PLANE0, eqn);
@@ -909,18 +848,12 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
-
 		frustum.GetFrustum();
 
-
-
 		GLfloat LightPosition[]=	{ -.5, 1, -.8, 0.0f };
 
 		glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
 
-		
-
 		glDisable(GL_TEXTURE_2D);
 
 		glEnable(GL_FOG);
@@ -931,8 +864,6 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-				
-
 		//Draw street
 
 		glPushMatrix();
@@ -957,14 +888,10 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
-
 		if(visions==0)glEnable(GL_LIGHTING);
 
 		if(visions==1)glDisable(GL_LIGHTING);
 
-		
-
 		//Draw blocks
 
 		glEnable(GL_BLEND);
@@ -977,8 +904,6 @@ int Game::DrawGLScene(void)
 
 		int distsquared;
 
-		
-
 		//Only nearby blocks
 
 		beginx=(camera.position.x-viewdistance+block_spacing/2)/block_spacing-2;
@@ -989,8 +914,6 @@ int Game::DrawGLScene(void)
 
 		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;
@@ -999,16 +922,12 @@ int Game::DrawGLScene(void)
 
 		if(endz>num_blocks-1)endz=num_blocks-1;
 
-		
-
 		bool draw;
 
 		int whichtri;
 
 		XYZ collpoint;
 
-		
-
 		for(int i=beginx;i<=endx;i++){
 
 			for(int j=beginz;j<=endz;j++){
@@ -1019,8 +938,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(beginx<endx&&beginz<endz)
 
 		for(int i=beginx;i<=endx;i++){
@@ -1069,14 +986,10 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//Decals
 
 		decals.draw();
 
-		
-
 		//Occluding blocks
 
 		beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
@@ -1087,8 +1000,6 @@ int Game::DrawGLScene(void)
 
 		if(beginz<0)beginz=0;
 
-		
-
 		endx=(camera.position.x+block_spacing/2)/block_spacing+2;
 
 		if(endx>num_blocks-1)endx=num_blocks-1;
@@ -1097,16 +1008,12 @@ int Game::DrawGLScene(void)
 
 		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);
@@ -1119,8 +1026,6 @@ int Game::DrawGLScene(void)
 
 		for(int i=0;i<numpeople;i++){
 
-		
-
 			draw=1;
 
 			if(person[i].skeleton.free<1){
@@ -1253,7 +1158,7 @@ int Game::DrawGLScene(void)
 
 							glTranslatef(person[i].playercoords.x,person[i].playercoords.y,person[i].playercoords.z);
 
-							glRotatef(person[i].playerrotation,0,1,0);					
+							glRotatef(person[i].playerrotation,0,1,0);
 
 							if(i!=0||visions==0)person[i].DoAnimations(i);
 
@@ -1353,8 +1258,6 @@ int Game::DrawGLScene(void)
 
 			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;}
@@ -1365,9 +1268,7 @@ int Game::DrawGLScene(void)
 
 		glDisable(GL_BLEND);
 
-		
-
-		//Attacker psychicness 
+		//Attacker psychicness
 
 		for(int i=0;i<numpeople;i++){
 
@@ -1385,28 +1286,20 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//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
@@ -1481,9 +1374,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
-
-		
+		}
 
 		//Flash
 
@@ -1553,7 +1444,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
+		}
 
 		if(person[0].skeleton.free>0&&thirdperson!=2){
 
@@ -1615,9 +1506,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
-
-		
+		}
 
 		//Text
 
@@ -1701,8 +1590,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(580,440,string,1,1,640,480);
 
-		
-
 		glColor4f(1,1,0,1);
 
 		sprintf (string, "Time Remaining");
@@ -1719,8 +1606,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(debug){
 
 		sprintf (string, "The framespersecond is %d out of maximum %d.",(int)framespersecond+1,maxfps);
@@ -1753,10 +1638,9 @@ int Game::DrawGLScene(void)
 		sprintf (string, "");
 
 		text.glPrint(10,80,string,0,.8,screenwidth,screenheight);
-		*/	
+		*/
 
 	}
 
 	return 1;
 }
-