// Game drawing
// Copyright (C) 2002 David Rosen
// Copyright (C) 2003 Ryan C. Gordon
// Copyright (C) 2003 Steven Fuller
// Copyright (C) 2021, 2023 Nguyễn Gia Phong
//
// This file is part of Black Shades.
//
// Black Shades is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Black Shades is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Black Shades. If not, see .
#include
#include
#include "Game.h"
#include "misc.h"
extern int thirdperson;
extern float multiplier;
extern bool visions;
extern unsigned int gSourceID[37];
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;
GLvoid ReSizeGLScene(Game* game, float fov, float near)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, game->screenwidth / (GLfloat) game->screenheight,
near, game->viewdistance);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Game::DrawGLScene(void)
{
//Main menu
if (this->menu) {
//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);
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);
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
static char str[256];
glEnable(GL_TEXTURE_2D);
glColor4f(0, 0, 0, 1);
glPrint(&this->text, 100, 175, "Black Shades", 1, 2, 640, 480);
// "New Game"
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glDepthMask(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 640, 0, 480, -100, 100);
glMatrixMode(GL_MODELVIEW);
//Draw smoke
glPushMatrix();
glLoadIdentity();
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);
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);
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);
glPrint(&this->text, 190 - this->gameinprogress * 10, 170,
this->gameinprogress ? "Resume Game" : "New Game",
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);
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);
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(0.0f, 0.0f, 0.0f, 1.0f);
glPrint(&this->text, 197 - this->gameinprogress * 15, 87,
this->gameinprogress ? "End Game" : "Quit",
1, 1.5, 640, 480);
// High score
glColor4f(0.5f + sinefluct / 5.0f, 0.0f, 0.0f, 1.0f);
sprintf(str, "High Score: %d%s", highscore,
beatgame ? " *COMPLETED*" : "");
glPrint(&this->text, 0, 0, str, 1, 0.8, 640, 480);
// 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);
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);
glDepthMask(1);
}
} else { // in-game
glDepthMask(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) {
switch (environment) {
case sunny_environment:
viewdistance=2000;
fogcolorr=.5;
fogcolorg=.5;
fogcolorb=.8;
break;
case foggy_environment:
viewdistance=500;
fogcolorr=.5;
fogcolorg=.5;
fogcolorb=.5;
break;
case night_environment:
viewdistance=500;
fogcolorr=.15;
fogcolorg=.15;
fogcolorb=.3;
break;
case snowy_environment:
viewdistance=800;
fogcolorr=.5;
fogcolorg=.5;
fogcolorb=.5;
break;
case rainy_environment:
viewdistance=700;
fogcolorr=.3;
fogcolorg=.3;
fogcolorb=.3;
break;
case firey_environment:
viewdistance=600;
fogcolorr=.3;
fogcolorg=.1;
fogcolorb=0;
break;
}
glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
if (environment == sunny_environment) {
setFog(&fog, 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);
} else {
setFog(&fog, 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 (this->zoom)
ReSizeGLScene(this, 10.0f, 0.6f);
else
ReSizeGLScene(this, 90.0f, 0.1f);
} 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;
setFog(&fog, fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(sinefluct/4+.3),sinefluct/3+.7);
glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
ReSizeGLScene(this, 120.0f - sinefluct * 20.0f, 0.3f);
glRotatef(sinefluct*10,0,0,.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);
}
// Set rotation/position
if (thirdperson)
glTranslatef(camera.targetoffset.x,
camera.targetoffset.y, camera.targetoffset.z);
if (thirdperson == 0 && person[0].skeleton.free) {
glRotatef(person[0].skeleton.joints[head].rotate3,
0, 1, 0);
glRotatef(90 - person[0].skeleton.joints[head].rotate2,
0, 0, 1);
glRotatef(person[0].skeleton.joints[head].rotate1 + 90,
0, 1, 0);
} else {
glRotatef(camera.visrotation2, 1, 0, 0);
glRotatef(camera.visrotation, 0, 1, 0);
}
// Shake camera if grenade explosion
if (camerashake > 0) {
if (person[0].aiming && person[0].whichgun != grenade
&& thirdperson == 0)
camerashake = 0;
glTranslatef(randInt(-99, 99) / 100.0f * camerashake,
randInt(-99, 99) / 100.0f * camerashake,
randInt(-99, 99) / 100.0f * camerashake);
}
glTranslatef(-camera.position.x,
-camera.position.y, -camera.position.z);
glPushMatrix();
glClipPlane(GL_CLIP_PLANE0,
(const GLdouble []) {0.0, 1.0, 0.0, 0.0});
glDisable(GL_CLIP_PLANE0);
glPopMatrix();
alignas(16) GLfloat frustum[6][4];
alignas(16) GLfloat projection[16];
glGetFloatv(GL_PROJECTION_MATRIX, projection);
alignas(16) GLfloat model_view[16];
glGetFloatv(GL_MODELVIEW_MATRIX, model_view);
setFrustum(frustum, projection, model_view);
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);
drawModel(&street, visions ? BLACK : GRAY);
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
glPopMatrix();
if (visions)
glDisable(GL_LIGHTING);
else
glEnable(GL_LIGHTING);
//Draw blocks
XYZ move;
int beginx,endx;
int beginz,endz;
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;
XYZ collpoint;
bool drawn[num_blocks][num_blocks]{};
if(beginx(viewdistance*viewdistance+block_spacing*block_spacing ))draw=0;
if(draw&&citytype[i][j]!=3&&!cubeInFrustum(frustum, (i)*block_spacing,0,(j)*block_spacing,block_spacing))draw=0;
if (draw && citytype[i][j] != 3
&& !sphereInFrustum(frustum,
blocks[citytype[i][j]].center.x + i * block_spacing,
blocks[citytype[i][j]].center.y,
blocks[citytype[i][j]].center.z + j * block_spacing,
blocks[citytype[i][j]].radius))
draw = false;
if (draw) {
glPushMatrix();
glTranslatef(i*block_spacing,0,j*block_spacing);
glRotatef(cityrotation[i][j]*90,0,1,0);
drawModel(blocks + citytype[i][j],
visions ? BLACK : NULL);
glPopMatrix();
drawn[i][j] = true;
} else {
move.y=0;
move.x=i*block_spacing;
move.z=j*block_spacing;
if (sqrlen(move - camera.position) > 300000)
drawn[i][j] = true;
}
}
}
// 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)
setFog(&fog, fogcolorr, fogcolorg, fogcolorb, 0,
viewdistance * 0.8 * 0.5 * (-sinefluct / 4 + 0.3),
-sinefluct / 3 + 0.7);
glColor4f(1 , 1, 1, 1);
glEnable(GL_COLOR_MATERIAL);
for(int i=0;i= num_blocks
|| person[i].whichblocky < 0
|| person[i].whichblocky >= num_blocks
|| !drawn[person[i].whichblockx][person[i].whichblocky]))
|| (person[i].skeleton.free
&& person[i].skeleton.joints[0].position.y < -2)
|| (sqrlen(person[i].playercoords - camera.position)
> 1000000))
draw = false;
for (auto j = beginx; j <= endx; ++j)
for(auto k = beginz; k <= endz; ++k)
if (draw && sqrlen(move - camera.position) < 100000
&& (segCrossModelTrans(camera.position, person[i].playercoords, &blockocclude,
{(float) j * block_spacing,
0.0f,
(float) k * block_spacing},
0.0f,
&collpoint)
> -1))
draw = false;
if (draw && (segCrossModelTrans(camera.position, person[i].playercoords, &blockocclude,
{(float) person[i].whichblockx * block_spacing,
0.0f,
(float) person[i].whichblocky * block_spacing},
0.0f,
&collpoint)
> -1))
draw = false;
if (i == 0)
draw = true;
if (draw && person[i].existing) {
if ((sqrlen(person[i].playercoords - camera.position) < 100000 + this->zoom * 3000000
&& !person[i].skeleton.free)
|| (sqrlen(person[i].averageloc - camera.position) < 100000 + this->zoom * 3000000
&& person[i].skeleton.free)) {
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)
person[i].DoAnimations(i);
else
person[i].DoAnimationslite(i);
}
if (!(visions && i == 0)
&& !(this->zoom && i == 0))
person[i].drawSkeleton();
glPopMatrix();
} else {
glPushMatrix();
if(person[i].skeleton.free<1)person[i].DoAnimationslite(i);
glColor4f(1,1,1,1);
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)
glEnable(GL_LIGHTING);
}
}
if(person[i].skeleton.free<1&&!draw)person[i].DoAnimationslite(i);
if(!person[i].existing)
if (!draw || sqrlen(person[i].playercoords - camera.position) > 10000)
person[i].existing = 1;
}
glDisable(GL_COLOR_MATERIAL);
//Attacker psychicness
for(int i=0;i-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, rotate(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[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, rotate(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[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 (this->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();
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);
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);
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);
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);
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);
glDepthMask(1);
}
//Text
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
static char str[256] = "";
if (!debug) {
std::string s;
switch (person[0].whichgun) {
case nogun:
s = "UNARMED";
break;
case knife:
s = "KNIFE";
break;
case assaultrifle:
s = "ASSAULT RIFLE";
break;
case shotgun:
s = "SHOTGUN";
break;
case sniperrifle:
s = "SNIPER RIFLE";
break;
case grenade:
s = "HAND GRENADE";
break;
case handgun1:
s = "MAGNUM";
break;
case handgun2:
s = "HANDGUN";
break;
}
glPrint(&this->text, 10, 90, s.c_str(), 1, 0.8, 640, 480);
if(person[0].whichgun!=nogun&&person[0].whichgun!=knife&&person[0].whichgun!=grenade){
glColor4f(0,1,0,1);
glPrint(&this->text, 10, 30, "Magazines",
0, 0.8, 640, 480);
glColor4f(1,1,1,1);
sprintf (str, "0%d",(int)person[0].reloads[person[0].whichgun]);
glPrint(&this->text, 10,10,str,1,1,640,480);
if(person[0].ammo>=0){
glColor4f(0,1,0,1);
glPrint(&this->text, 10, 65, "Ammo",
0, 0.8, 640, 480);
glColor4f(1,1,1,1);
if(person[0].ammo>=10)sprintf (str, "%d",(int)person[0].ammo);
if(person[0].ammo<10)sprintf (str, "0%d",(int)person[0].ammo);
glPrint(&this->text, 10,40,str,1,1,640,480);
}
}
if(person[0].whichgun==grenade){
sprintf (str, "Grenades Left: %d",(int)person[0].reloads[person[0].whichgun]+1);
glPrint(&this->text, 10,20,str,0,.8,640,480);
}
glColor4f(1,1,0,1);
glPrint(&this->text, 725, 575, "Score", 0, 0.8, 640, 480);
glColor4f(1,1,1,1);
sprintf(str, "%d", score);
glPrint(&this->text, 580,440,str,1,1,640,480);
glColor4f(1,1,0,1);
glPrint(&this->text, 50, 575, "Time Remaining",
0, 0.8, 640, 480);
glColor4f(1,1,1,1);
if((int)timeremaining%60>=10)sprintf (str, "%d:%d", (int)(timeremaining/60),(int)timeremaining%60);
if((int)timeremaining%60<10)sprintf (str, "%d:0%d", (int)(timeremaining/60),(int)timeremaining%60);
glPrint(&this->text, 72, 440, str, 1, 1, 640, 480);
} else {
sprintf(str, "FPS: %.0f", 1.0f / multiplier);
glPrint(&this->text, 10,30,str,0,.8,screenwidth,screenheight);
std::string s;
switch (enemystate) {
case 0:
s = "Enemies are in random assassination mode.";
break;
case 1:
s = "Enemies are in passive mode.";
break;
case 2:
s = "Enemies are in DIE!!!! mode.";
break;
}
glPrint(&this->text, 10, 20, s.c_str(), 0, 0.8,
screenwidth, screenheight);
sprintf(str, "You have pointlessly shot or beaten %d unarmed civilians.", civkills);
glPrint(&this->text, 10,60,str,0,.8,screenwidth,screenheight);
sprintf(str, "You have incapacitated %d assassins.", goodkills);
glPrint(&this->text, 10,70,str,0,.8,screenwidth,screenheight);
sprintf(str, "You have allowed %d successful murders.", badkills);
glPrint(&this->text, 10,80,str,0,.8,screenwidth,screenheight);
}
}
}