]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Object type is now an enum
[lugaru.git] / Source / GameDraw.cpp
index 3374fbd7c864ab6e02880b8742e537023e549d04..fa679481354152607426bc7c50d8a8ff62254727 100644 (file)
@@ -39,7 +39,6 @@ extern float screenwidth, screenheight;
 extern int kTextureSize;
 extern FRUSTUM frustum;
 extern Light light;
-extern Objects objects;
 extern int detail;
 extern float usermousesensitivity;
 extern float camerashake;
@@ -237,10 +236,11 @@ int Game::DrawGLScene(StereoSide side)
 
         static XYZ terrainlight;
         static float distance;
-        if (drawmode == normalmode)
+        if (drawmode == normalmode) {
             Game::ReSizeGLScene(90, .1f);
-        if (drawmode != normalmode)
+        } else {
             glViewport(0, 0, texviewwidth, texviewheight);
+        }
         glDepthFunc(GL_LEQUAL);
         glDepthMask(1);
         glAlphaFunc(GL_GREATER, 0.0001f);
@@ -286,9 +286,10 @@ int Game::DrawGLScene(StereoSide side)
         else
             blurness -= multiplier * 5;
 
-        if (environment == desertenvironment && detail == 2)
-            glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
         if (environment == desertenvironment) {
+            if (detail == 2) {
+                glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+            }
             glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
             glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
         }
@@ -298,7 +299,7 @@ int Game::DrawGLScene(StereoSide side)
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
 
-        //make shadow decals on terrain and objects
+        //make shadow decals on terrain and Object::objects
         static XYZ point;
         static float size, opacity, rotation;
         rotation = 0;
@@ -316,14 +317,14 @@ int Game::DrawGLScene(StereoSide side)
                             terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
-                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
+                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
                                     opacity = .4f;
                                     if (k != 0 && tutoriallevel == 1) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
@@ -344,17 +345,17 @@ int Game::DrawGLScene(StereoSide side)
                             terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
                                     if (Person::players[k]->skeleton.free)
-                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     else
-                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
                                     opacity = .4f;
                                     if (k != 0 && tutoriallevel == 1) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
@@ -368,10 +369,10 @@ int Game::DrawGLScene(StereoSide side)
                     terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                     for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                         int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                        point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                        point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                         size = .7;
                         opacity = .4f;
-                        objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                        Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                     }
                 }
         }
@@ -420,9 +421,9 @@ int Game::DrawGLScene(StereoSide side)
                         checkpoint.y += 1;
                         int i = -1;
                         if (Person::players[k]->occluded != 0)
-                            i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+                            i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
                         if (i == -1)
-                            i = checkcollide(viewer, checkpoint);
+                            i = Object::checkcollide(viewer, checkpoint);
                         if (i != -1) {
                             Person::players[k]->occluded += 1;
                             Person::players[k]->lastoccluded = i;
@@ -443,7 +444,7 @@ int Game::DrawGLScene(StereoSide side)
         glPushMatrix();
         glCullFace(GL_BACK);
         glEnable(GL_TEXTURE_2D);
-        objects.Draw();
+        Object::Draw();
         glPopMatrix();
 
         //draw hawk
@@ -484,18 +485,21 @@ int Game::DrawGLScene(StereoSide side)
                     checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
                     int i = -1;
-                    if (Person::players[k]->occluded != 0)
-                        i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                    if (i == -1)
-                        i = checkcollide(viewer, checkpoint);
+                    if (Person::players[k]->occluded != 0) {
+                        i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+                    }
+                    if (i == -1) {
+                        i = Object::checkcollide(viewer, checkpoint);
+                    }
                     if (i != -1) {
                         Person::players[k]->occluded += 1;
                         Person::players[k]->lastoccluded = i;
                     } else {
                         Person::players[k]->occluded = 0;
                     }
-                    if (Person::players[k]->occluded < 25)
+                    if (Person::players[k]->occluded < 25) {
                         Person::players[k]->DrawSkeleton();
+                    }
                 }
             }
         }
@@ -1331,19 +1335,6 @@ int Game::DrawGLScene(StereoSide side)
             glDepthMask(1);
         }
 
-        if (!console) {
-            displaytime[0] = 0;
-            glEnable(GL_TEXTURE_2D);
-            glColor4f(1, 1, 1, 1);
-            for (unsigned i = 1; i < 15; i++)
-                if (displaytime[i] < 4)
-                    for (unsigned j = 0; j < displaytext[i].size(); j++) {
-                        glColor4f(1, 1, 1, 4 - displaytime[i]);
-                        string = std::string(1, displaytext[i][j]);
-                        text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
-                    }
-        }
-
         if (difficulty < 2 && !Dialog::inDialog()) { // minimap
             float mapviewdist = 20000;
 
@@ -1385,15 +1376,15 @@ int Game::DrawGLScene(StereoSide side)
             glPopMatrix();
             glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
             glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
-            for (int i = 0; i < objects.numobjects; i++) {
-                if (objects.type[i] == treetrunktype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+            for (int i = 0; i < Object::objects.size(); i++) {
+                if (Object::objects[i]->type == treetrunktype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapcircletexture.bind();
                         glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
                         glScalef(.003, .003, .003);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
@@ -1408,15 +1399,15 @@ int Game::DrawGLScene(StereoSide side)
                         glPopMatrix();
                     }
                 }
-                if (objects.type[i] == boxtype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+                if (Object::objects[i]->type == boxtype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapboxtexture.bind();
                         glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
-                        glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
+                        glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
                         glVertex3f(-1, -1, 0.0f);
@@ -1870,11 +1861,9 @@ int Game::DrawGLScene(StereoSide side)
             if (consoleblink) {
                 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
             }
-            for (unsigned i = 0; i < 15; i++)
-                for (unsigned j = 0; j < consoletext[i].size(); j++) {
-                    glColor4f(1, 1, 1, 1 - (float)(i) / 16);
-                    text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, std::string(1, consoletext[i][j]), 0, 1, 1024, 768);
-                }
+            for (unsigned i = 0; i < 15; i++) {
+                text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+            }
         }
     }