]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Cleanning up Sprite class. More can be done, but it's already prettier.
[lugaru.git] / Source / GameDraw.cpp
index 372529299a4dca2f27887cfe224248524ba19084..fd2337d5f759d0027d8b2d74e9dba833756b2163 100644 (file)
@@ -30,7 +30,7 @@ extern int environment;
 extern float texscale;
 extern Light light;
 extern Terrain terrain;
-extern Sprites sprites;
+//extern Sprites sprites;
 extern float multiplier;
 extern float sps;
 extern float viewdistance;
@@ -171,7 +171,7 @@ void Game::flash() { // shouldn't be that way, these should be attributes and Pe
        flashdelay=1;
 }
 /*********************> DrawGLScene() <*****/
-long long Game::MD5_string (char *string){
+long long Game::MD5_string (charstring){
        char temp[256]="";
        char temp2[256]="";
        long long num=90814;
@@ -598,7 +598,7 @@ int Game::DrawGLScene(StereoSide side)
 
                glDepthMask(0);
 
-               sprites.Draw();
+               Sprite::Draw();
 
                if(editorenabled){
                        glEnable(GL_BLEND);
@@ -1667,27 +1667,9 @@ int Game::DrawGLScene(StereoSide side)
                                        glTexCoord2f(0,1);
                                        glVertex3f(-1,  1, 0.0f);
                                        glEnd();
-                                       /*glBegin(GL_TRIANGLES);
-                                       glTexCoord2f(0,0);
-                                       glVertex3f(-1,          -1,      0.0f);
-                                       glTexCoord2f(1,0);
-                                       glVertex3f(1,   -1,      0.0f);
-                                       glTexCoord2f(1,1);
-                                       glVertex3f(0,   1, 0.0f);
-                                       glEnd();*/
                                        glPopMatrix();
                                }
                        }
-                       /*glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();*/
                        glPopMatrix();
                        glDisable(GL_TEXTURE_2D);
                        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
@@ -1700,12 +1682,6 @@ int Game::DrawGLScene(StereoSide side)
                        glDepthMask(1);
                }
 
-               /*if(loading){
-               loading=2;
-               drawmode=normalmode;
-               }*/
-
-
                if(loading&&!stealthloading&&(!campaign||player[0].dead)){
                        glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
                        glDisable(GL_CULL_FACE);
@@ -1794,47 +1770,6 @@ int Game::DrawGLScene(StereoSide side)
                        glColor3f (1.0, 1.0, 1.0); // no coloring
 
                        glEnable(GL_TEXTURE_2D);
-                       /*glBindTexture( GL_TEXTURE_2D, logotexture);
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       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((float)screenwidth/2,(float)screenwidth/2,1);
-                       glTranslatef(1.8,1.25,0);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(1,1,1,1);
-                       glPushMatrix();
-                       glScalef(.25,.25,.25);
-                       glBegin(GL_QUADS);
-                       glTexCoord2f(0,0);
-                       glVertex3f(-1,          -1,      0.0f);
-                       glTexCoord2f(1,0);
-                       glVertex3f(1,   -1,      0.0f);
-                       glTexCoord2f(1,1);
-                       glVertex3f(1,   1, 0.0f);
-                       glTexCoord2f(0,1);
-                       glVertex3f(-1,  1, 0.0f);
-                       glEnd();
-                       glPopMatrix();
-                       glDisable(GL_TEXTURE_2D);
-                       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);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);*/
 
                        //Awards
                        int numawards;
@@ -1847,76 +1782,73 @@ int Game::DrawGLScene(StereoSide side)
                        }
                        bool alldead;
                        alldead=1;
-                       if(numplayers>1)
-                               for(i=1;i<numplayers;i++){              
-                                       if(player[i].dead!=2)alldead=0;
-                               }
-                               if(alldead){
-                                       awards[numawards]=awardalldead;
-                                       numawards++;
-                               }
-                               alldead=1;
-                               if(numplayers>1)
-                                       for(i=1;i<numplayers;i++){              
-                                               if(player[i].dead!=1)alldead=0;
-                                       }
-                                       if(alldead){
-                                               awards[numawards]=awardnodead;
-                                               numawards++;
-                                       }
-                                       if(numresponded==0&&!numthrowkill){
-                                               awards[numawards]=awardstealth;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numstaffattack&&numattacks>0){
-                                               awards[numawards]=awardbojutsu;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numswordattack&&numattacks>0){
-                                               awards[numawards]=awardswordsman;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numknifeattack&&numattacks>0){
-                                               awards[numawards]=awardknifefighter;
-                                               numawards++;
-                                       }
-                                       if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
-                                               awards[numawards]=awardkungfu;
-                                               numawards++;
-                                       }
-                                       if(numescaped>0){
-                                               awards[numawards]=awardevasion;
-                                               numawards++;
-                                       }
-                                       if(numflipfail==0&&numflipped+numwallflipped*2>20){
-                                               awards[numawards]=awardacrobat;
-                                               numawards++;
-                                       }
-                                       if(numthrowkill==numplayers-1){
-                                               awards[numawards]=awardlongrange;
-                                               numawards++;
-                                       }
-                                       alldead=1;
-                                       if(numplayers>1)
-                                               for(i=1;i<numplayers;i++){              
-                                                       if(player[i].dead!=2)alldead=0;
-                                               }
-                                               if(numafterkill>0&&alldead){
-                                                       awards[numawards]=awardbrutal;
-                                                       numawards++;
-                                               }
-                                               if(numreversals>((float)numattacks)*.8&&numreversals>3){
-                                                       awards[numawards]=awardaikido;
-                                                       numawards++;
-                                               }
-                                               if(maxalarmed==1&&numplayers>2){
-                                                       awards[numawards]=awardstrategy;
-                                                       numawards++;
-                                               }
-                                               if(numflipfail>3){
-                                                       awards[numawards]=awardklutz;
-                                                       numawards++;
-                                               }
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=2)alldead=0;
+                       }
+                       if(alldead){
+                               awards[numawards]=awardalldead;
+                               numawards++;
+                       }
+                       alldead=1;
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=1)alldead=0;
+                       }
+                       if(alldead){
+                               awards[numawards]=awardnodead;
+                               numawards++;
+                       }
+                       if(numresponded==0&&!numthrowkill){
+                               awards[numawards]=awardstealth;
+                               numawards++;
+                       }
+                       if(numattacks==numstaffattack&&numattacks>0){
+                               awards[numawards]=awardbojutsu;
+                               numawards++;
+                       }
+                       if(numattacks==numswordattack&&numattacks>0){
+                               awards[numawards]=awardswordsman;
+                               numawards++;
+                       }
+                       if(numattacks==numknifeattack&&numattacks>0){
+                               awards[numawards]=awardknifefighter;
+                               numawards++;
+                       }
+                       if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
+                               awards[numawards]=awardkungfu;
+                               numawards++;
+                       }
+                       if(numescaped>0){
+                               awards[numawards]=awardevasion;
+                               numawards++;
+                       }
+                       if(numflipfail==0&&numflipped+numwallflipped*2>20){
+                               awards[numawards]=awardacrobat;
+                               numawards++;
+                       }
+                       if(numthrowkill==numplayers-1){
+                               awards[numawards]=awardlongrange;
+                               numawards++;
+                       }
+                       alldead=1;
+                       for(i=1;i<numplayers;i++){              
+                               if(player[i].dead!=2)alldead=0;
+                       }
+                       if(numafterkill>0&&alldead){
+                               awards[numawards]=awardbrutal;
+                               numawards++;
+                       }
+                       if(numreversals>((float)numattacks)*.8&&numreversals>3){
+                               awards[numawards]=awardaikido;
+                               numawards++;
+                       }
+                       if(maxalarmed==1&&numplayers>2){
+                               awards[numawards]=awardstrategy;
+                               numawards++;
+                       }
+                       if(numflipfail>3){
+                               awards[numawards]=awardklutz;
+                               numawards++;
+                       }
 
 
                                                //Win Screen Won Victory
@@ -2270,22 +2202,10 @@ int Game::DrawGLScene(StereoSide side)
                        if(mainmenu==1){
                                LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==1||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                        if(mainmenu==2){
                                LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
                                LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
-                               /*if(oldmainmenu==2||oldmainmenu==0){
-                               LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-                               LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-                               LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-                               loaddistrib=0;
-                               }*/
                        }
                }
                if(lastcheck>.5||oldmainmenu!=mainmenu){