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#ifndef _GAME_H_
#define _GAME_H_
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <cstdarg>
#include <SDL/SDL.h>
#include <AL/al.h>
#include "Timer.h"
#include "MacInput.h"
#include "Quaternions.h"
#include "Camera.h"
#include "Skeleton.h"
#include "Files.h"
#include "Models.h"
#include "Text.h"
#include "Fog.h"
#include "Frustum.h"
#include "Sprites.h"
#include "Person.h"
#include "Decals.h"
#define num_blocks 100
#define block_spacing 360
#define max_people 90
#define max_people_block 20
class Game
{
public:
//Eventloop
Boolean gQuit;
float gamespeed;
double multiplier2,multiplier3,multiplier4,multiplier5,end,start,timetaken,framespersecond;
timer theTimer;
float sps;
int maxfps;
//Graphics
int screenwidth,screenheight;
float viewdistance;
//GL functions
GLvoid ReSizeGLScene(float fov, float near);
int DrawGLScene(void);
int InitGL(void);
void LoadingScreen(float percent);
//Game Functions
void HandleKeyDown( char theChar );
void EventLoop( void );
void Tick();
void Splat(int k);
void InitGame();
void Dispose();
//Mouse
Point mouseloc;
Point oldmouseloc;
float mouserotation,mouserotation2;
float oldmouserotation,oldmouserotation2;
float mousesensitivity;
float usermousesensitivity;
//keyboard
bool tabkeydown;
//Project Specific
int cityrotation[num_blocks][num_blocks];
int citytype[num_blocks][num_blocks];
int citypeoplenum[num_blocks][num_blocks];
bool drawn[num_blocks][num_blocks];
int onblockx,onblocky;
bool cubetest;
bool disttest;
bool oldbutton;
bool initialized;
float flashamount;
float flashr,flashg,flashb;
int enemystate;
int cycle;
bool whacked;
float losedelay;
XYZ bodycoords;
FRUSTUM frustum;
Model blocks[4];
Model blockwalls[4];
Model blockcollide[4];
Model blocksimplecollide[4];
Model blockroofs[4];
Model blockocclude;
Model sidewalkcollide;
Model street;
Model Bigstreet;
Model path;
Model blocksimple;
XYZ boundingpoints[8];
Files files;
Text text;
int goodkills;
int badkills;
int civkills;
int machinegunsoundloop;
bool lasersight;
bool debug;
bool vblsync;
bool blur;
bool blurness;
bool paused;
int mainmenu;
bool reloadtoggle;
bool aimtoggle;
Point olddrawmouse;
XYZ vipgoal;
XYZ aimer[2];
double eqn[4];
float oldrot,oldrot2;
XYZ lastshot[2];
bool zoom;
bool oldzoom;
int numpeople;
float spawndelay;
bool customlevels;
bool musictoggle;
float psychicpower;
int type;
bool slomokeydown;
int mouseoverbutton;
int oldmouseoverbutton;
Person person[max_people];
GLuint personspritetextureptr;
GLuint deadpersonspritetextureptr;
GLuint scopetextureptr;
GLuint flaretextureptr;
bool killedinnocent;
bool gameinprogress;
bool beatgame;
bool mainmenuness;
int murderer;
float timeremaining;
int whichsong;
int oldscore;
int highscore;
int score;
int mission;
int nummissions;
int numpossibleguns;
int possiblegun[6];
int evilprobability;
float difficulty;
bool azertykeyboard;
bool oldvisionkey;
~Game() {
glDeleteTextures( 1, (const GLuint *)personspritetextureptr );
glDeleteTextures( 1, (const GLuint *)deadpersonspritetextureptr );
glDeleteTextures( 1, (const GLuint *)scopetextureptr );
glDeleteTextures( 1, (const GLuint *)flaretextureptr );
}
};
#endif
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