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Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp157
1 files changed, 28 insertions, 129 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 9612a5b..9b7c1c5 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -21,12 +21,9 @@ extern Decals decals;
 int Game::DrawGLScene(void)
 {
 	//Main menu
-	if(mainmenu==1){
-
+	if (mainmenu == 1) {
 		//Setup fast sine fluctuation
-
 		sinefluct=sin(sinefluctprog);
-
 		sinefluctprog+=multiplier*1.5;
 
 		glLoadIdentity();
@@ -40,17 +37,12 @@ int Game::DrawGLScene(void)
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
 		//"Black Shades"
-
+		ReSizeGLScene(90.0f, 0.1f);
 		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
@@ -579,191 +571,98 @@ int Game::DrawGLScene(void)
 
 			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;
-
+	} else { // in-game
+		// 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){
-
+		if (!visions) {
+			switch (environment) {
+			case sunny_environment:
 				viewdistance=2000;
-
 				fogcolorr=.5;
-
 				fogcolorg=.5;
-
 				fogcolorb=.8;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.1);
-
-			}
-
-			if(environment==foggy_environment){
-
+				break;
+			case foggy_environment:
 				viewdistance=500;
-
 				fogcolorr=.5;
-
 				fogcolorg=.5;
-
 				fogcolorb=.5;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
-			}
-
-			if(environment==night_environment){
-
+				break;
+			case night_environment:
 				viewdistance=500;
-
 				fogcolorr=.15;
-
 				fogcolorg=.15;
-
 				fogcolorb=.3;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
-			}
-
-			if(environment==snowy_environment){
-
+				break;
+			case snowy_environment:
 				viewdistance=800;
-
 				fogcolorr=.5;
-
 				fogcolorg=.5;
-
 				fogcolorb=.5;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
-			}
-
-			if(environment==rainy_environment){
-
+				break;
+			case rainy_environment:
 				viewdistance=700;
-
 				fogcolorr=.3;
-
 				fogcolorg=.3;
-
 				fogcolorb=.3;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
-			}
-
-			if(environment==firey_environment){
-
+				break;
+			case firey_environment:
 				viewdistance=600;
-
 				fogcolorr=.3;
-
 				fogcolorg=.1;
-
 				fogcolorb=0;
-
-				fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
+				break;
 			}
 
 			glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
-
-			if(environment==sunny_environment){
-
+			if (environment == sunny_environment) {
+				fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.1);
 				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_DIFFUSE, LightDiffuse);
-
-			}
-
-			if(environment!=sunny_environment){
-
+			} else {
+				fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.2);
 				GLfloat LightAmbient[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorb*.8f, 1.0f};
-
 				GLfloat LightDiffuse[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorr*.8f, 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(10.0f, 0.6f);
 			else
 				ReSizeGLScene(90.0f, 0.1f);
 			nocolors=0;
-		}
-
-		if(visions==1){
-
-			//light
-
-			GLfloat LightAmbient[]=		{ 0, 0, 0, 1.0f};
-
-			GLfloat LightDiffuse[]=		{ .1f+sinefluct/5.0f, 0, 0, 1.0f };
-
-			glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
-
-			glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
-
+		} else {
+			glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat[]) { 0.0f, 0.0f, 0.0f, 1.0f });
+			glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat[]) { 0.1f + sinefluct / 5.0f, 0.0f, 0.0f, 1.0f });
 			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
@@ -1580,7 +1479,7 @@ int Game::DrawGLScene(void)
 
 		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);
+		text.glPrint(72, 440, string, 1, 1, 640, 480);
 
 		}