diff options
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r-- | src/GameDraw.cpp | 1770 |
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; +} + |