X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=a24df6970c9e94e12155f46edc62130b19507cda;hp=2e15dcd65da5aa57b1c20535f5c8ea79234cd80c;hb=b9a46d8e2b7e7e22c706e7dd3734f31015db4408;hpb=8b6e8f3ad7390309795eb35c0959264cb7924402 diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 2e15dcd..a24df69 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -149,8 +149,9 @@ int Game::DrawGLScene(StereoSide side) if (!mainmenu) { if (editorenabled) { numboundaries = mapradius * 2; - if (numboundaries > 360) + if (numboundaries > 360) { numboundaries = 360; + } for (int i = 0; i < numboundaries; i++) { boundary[i] = 0; boundary[i].z = 1; @@ -177,54 +178,66 @@ int Game::DrawGLScene(StereoSide side) } if (slomo && !loading) { - if (ismotionblur) + if (ismotionblur) { drawmode = motionblurmode; + } motionbluramount = .2; slomodelay -= multiplier; - if (slomodelay < 0) + if (slomodelay < 0) { slomo = 0; + } camerashake = 0; changed = 1; } if ((!changed && !slomo) || loading) { drawmode = normalmode; if (ismotionblur && (/*fps>100||*/ alwaysblur)) { - if (olddrawmode != realmotionblurmode) + if (olddrawmode != realmotionblurmode) { change = 1; - else + } else { change = 0; + } drawmode = realmotionblurmode; - } else if (olddrawmode == realmotionblurmode) + } else if (olddrawmode == realmotionblurmode) { change = 2; - else + } else { change = 0; + } } - if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { drawmode = normalmode; - if ((freeze || winfreeze) && ismotionblur && !mainmenu) + } + if ((freeze || winfreeze) && ismotionblur && !mainmenu) { drawmode = radialzoommode; + } - if (winfreeze || mainmenu) + if (winfreeze || mainmenu) { drawmode = normalmode; + } - if (drawtoggle != 2) + if (drawtoggle != 2) { drawtoggle = 1 - drawtoggle; + } if (!texcoordwidth) { texviewwidth = kTextureSize; - if (texviewwidth > screenwidth) + if (texviewwidth > screenwidth) { texviewwidth = screenwidth; + } texviewheight = kTextureSize; - if (texviewheight > screenheight) + if (texviewheight > screenheight) { texviewheight = screenheight; + } texcoordwidth = screenwidth / kTextureSize; texcoordheight = screenheight / kTextureSize; - if (texcoordwidth > 1) + if (texcoordwidth > 1) { texcoordwidth = 1; - if (texcoordheight > 1) + } + if (texcoordheight > 1) { texcoordheight = 1; + } } glDrawBuffer(GL_BACK); @@ -277,10 +290,11 @@ int Game::DrawGLScene(StereoSide side) blurness = targetblurness; targetblurness = (float)(abs(Random() % 100)) / 40; } - if (blurness < targetblurness) + if (blurness < targetblurness) { blurness += multiplier * 5; - else + } else { blurness -= multiplier * 5; + } if (environment == desertenvironment) { if (detail == 2) { @@ -300,8 +314,8 @@ int Game::DrawGLScene(StereoSide side) static float size, opacity, rotation; rotation = 0; for (unsigned int k = 0; k < Person::players.size(); k++) { - if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) - if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) + if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) { + if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) { for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; @@ -325,14 +339,17 @@ int Game::DrawGLScene(StereoSide side) } } } - if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) - if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) + } + } + if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) { + if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) { for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) { - if (Person::players[k]->skeleton.free) + if (Person::players[k]->skeleton.free) { point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; - else + } else { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + } size = .4f; opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; if (k != 0 && Tutorial::active) { @@ -342,10 +359,11 @@ int Game::DrawGLScene(StereoSide side) for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; 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) + if (Person::players[k]->skeleton.free) { 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 + } 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 - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); + } size = .4f; opacity = .4f; if (k != 0 && Tutorial::active) { @@ -356,8 +374,10 @@ int Game::DrawGLScene(StereoSide side) } } } + } + } - if (!Person::players[k]->playerdetail) + if (!Person::players[k]->playerdetail) { if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) { point = Person::players[k]->coords; size = .7; @@ -371,6 +391,7 @@ int Game::DrawGLScene(StereoSide side) Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } + } } //Terrain @@ -410,33 +431,38 @@ int Game::DrawGLScene(StereoSide side) distance = distsq(&viewer, &Person::players[k]->coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); - if (distance >= 1) + if (distance >= 1) { glDisable(GL_BLEND); + } if (distance >= .5) { 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) + if (Person::players[k]->occluded != 0) { i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1) + } + 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(); + } } } } } - if (!cameramode && musictype == stream_fighttheme) + if (!cameramode && musictype == stream_fighttheme) { playerdist = distsqflat(&Person::players[0]->coords, &viewer); - else + } else { playerdist = -100; + } glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); @@ -456,10 +482,12 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(25, 0, 0); distance = distsq(&viewer, &realhawkcoords) * 1.2; glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance); - if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) { glColor4f(light.color[0], light.color[1], light.color[2], 1); - if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) + } + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) { hawk.drawdifftex(hawktexture); + } } glPopMatrix(); @@ -475,8 +503,9 @@ int Game::DrawGLScene(StereoSide side) distance = distsq(&viewer, &Person::players[k]->coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); - if (distance >= 1) + if (distance >= 1) { glDisable(GL_BLEND); + } if (distance >= .5) { 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; @@ -558,14 +587,14 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { - if (!Tutorial::active) + if (!Tutorial::active) { if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { const char* bonus_name; - if (bonus < bonus_count) + if (bonus < bonus_count) { bonus_name = bonus_names[bonus]; - else + } else { bonus_name = "Excellent!"; // When does this happen? - + } text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768); string = to_string((int)bonusvalue); @@ -573,6 +602,7 @@ int Game::DrawGLScene(StereoSide side) glColor4f(.5, .5, .5, 1); } + } if (Tutorial::active) { Tutorial::DrawTextInfo(); @@ -594,14 +624,17 @@ int Game::DrawGLScene(StereoSide side) if (closest != -1) { Hotspot::current = closest; if (Hotspot::hotspots[closest].type <= 10) { - if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) { Tutorial::stagetime = 0; + } Tutorial::maxtime = 1; tutorialopac = Tutorial::maxtime - Tutorial::stagetime; - if (tutorialopac > 1) + if (tutorialopac > 1) { tutorialopac = 1; - if (tutorialopac < 0) + } + if (tutorialopac < 0) { tutorialopac = 0; + } string = Hotspot::hotspots[closest].text; @@ -614,11 +647,13 @@ int Game::DrawGLScene(StereoSide side) text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); lastline = i + 1; line++; - if (string[i] == '\0') + if (string[i] == '\0') { done = 1; + } } - if (i >= 255) + if (i >= 255) { done = 1; + } i++; } } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) { @@ -642,8 +677,9 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - if (Dialog::currentScene().location == 1) + if (Dialog::currentScene().location == 1) { glTranslatef(0, screenheight * 3 / 4, 0); + } glScalef(screenwidth, screenheight / 4, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); @@ -686,10 +722,11 @@ int Game::DrawGLScene(StereoSide side) for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) { tempname[tempnum] = Dialog::currentScene().name[i]; - if (tempname[tempnum] == '#' || tempname[tempnum] == '\0') + if (tempname[tempnum] == '#' || tempname[tempnum] == '\0') { tempname[tempnum] = '\0'; - else + } else { tempnum++; + } } string = std::string(tempname) + ": "; @@ -704,8 +741,9 @@ int Game::DrawGLScene(StereoSide side) tempnum = 0; for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) { tempname[tempnum] = Dialog::currentScene().text[i]; - if (Dialog::currentScene().text[i] != '#') + if (Dialog::currentScene().text[i] != '#') { tempnum++; + } } string = tempname; @@ -724,11 +762,13 @@ int Game::DrawGLScene(StereoSide side) } lastline = i + 1; line++; - if (string[i] == '\0') + if (string[i] == '\0') { done = 1; + } } - if (i >= 255) + if (i >= 255) { done = 1; + } i++; } } @@ -955,12 +995,15 @@ int Game::DrawGLScene(StereoSide side) glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - if (Person::players[0]->dead) + if (Person::players[0]->dead) { blackout += multiplier * 3; - if (Person::players[0]->dead == 1) + } + if (Person::players[0]->dead == 1) { blackout = .4f; - if (Person::players[0]->dead == 2 && blackout > .6) + } + if (Person::players[0]->dead == 2 && blackout > .6) { blackout = .6; + } glColor4f(0, 0, 0, blackout); if (!Person::players[0]->dead) { if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) { @@ -971,8 +1014,9 @@ int Game::DrawGLScene(StereoSide side) blackout = Person::players[0]->blooddimamount * .3; } } - if (console) + if (console) { glColor4f(.7, 0, 0, .2); + } glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); @@ -990,13 +1034,16 @@ int Game::DrawGLScene(StereoSide side) } if (flashamount > 0 && damageeffects) { - if (flashamount > 1) + if (flashamount > 1) { flashamount = 1; - if (flashdelay <= 0) + } + if (flashdelay <= 0) { flashamount -= multiplier; + } flashdelay--; - if (flashamount < 0) + if (flashamount < 0) { flashamount = 0; + } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1140,18 +1187,19 @@ int Game::DrawGLScene(StereoSide side) if (distcheck < mapviewdist) { glPushMatrix(); Maparrowtexture.bind(); - if (i == 0) + if (i == 0) { glColor4f(1, 1, 1, opac); - else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) + } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) { glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist)); - else if (Person::players[i]->dead) + } else if (Person::players[i]->dead) { glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist)); - else if (Person::players[i]->aitype == attacktypecutoff) + } else if (Person::players[i]->aitype == attacktypecutoff) { glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist)); - else if (Person::players[i]->aitype == passivetype) + } else if (Person::players[i]->aitype == passivetype) { glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist)); - else + } else { glColor4f(1, 1, 0, 1); + } glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0); glRotatef(Person::players[i]->yaw + 180, 0, 0, 1); glScalef(.005, .005, .005); @@ -1293,8 +1341,9 @@ int Game::DrawGLScene(StereoSide side) int awards[award_count]; int numawards = award_awards(awards); - for (int i = 0; i < numawards && i < 6; i++) + for (int i = 0; i < numawards && i < 6; i++) { text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768); + } } if (drawmode != normalmode) { @@ -1367,8 +1416,9 @@ int Game::DrawGLScene(StereoSide side) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); if (drawmode == motionblurmode) { - if (motionbluramount < .2) + if (motionbluramount < .2) { motionbluramount = .2; + } glColor4f(1, 1, 1, motionbluramount); glPushMatrix(); glBegin(GL_QUADS); @@ -1420,10 +1470,12 @@ int Game::DrawGLScene(StereoSide side) if (drawmode == doublevisionmode) { static float crosseyedness; crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30; - if (crosseyedness > 1) + if (crosseyedness > 1) { crosseyedness = 1; - if (crosseyedness < 0) + } + if (crosseyedness < 0) { crosseyedness = 0; + } glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); glPushMatrix(); @@ -1548,8 +1600,9 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); int offset = 0; - if (consoleselected >= 60) + if (consoleselected >= 60) { offset = consoleselected - 60; + } textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); if (consoleblink) { textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); @@ -1584,8 +1637,9 @@ int Game::DrawGLScene(StereoSide side) weapons.DoStuff(); - if (drawtoggle == 2) + if (drawtoggle == 2) { drawtoggle = 0; + } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { multiplier = tempmult; @@ -1719,13 +1773,16 @@ void DrawMenu() //draw screen flash if (flashamount > 0) { - if (flashamount > 1) + if (flashamount > 1) { flashamount = 1; - if (flashdelay <= 0) + } + if (flashdelay <= 0) { flashamount -= multiplier; + } flashdelay--; - if (flashamount < 0) + if (flashamount < 0) { flashamount = 0; + } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING);