extern int kTextureSize;
extern FRUSTUM frustum;
extern Light light;
-extern Objects objects;
extern int detail;
extern float usermousesensitivity;
extern float camerashake;
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);
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);
}
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;
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);
}
}
}
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);
}
}
}
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);
}
}
}
glPushMatrix();
glCullFace(GL_BACK);
glEnable(GL_TEXTURE_2D);
- objects.Draw();
+ Object::Draw();
glPopMatrix();
//draw hawk
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);
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);