Fixes for datatype size on amd64.
[crack-attack.git] / src / DrawLevelLights.cxx
blob23e35b166f31dcb0b02c39931c6a289954a488aa
1 /*
2 * DrawLevelLights.cxx
3 * Daniel Nelson - 10/13/0
5 * Copyright (C) 2000 Daniel Nelson
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 * Daniel Nelson - aluminumangel.org
22 * 174 W. 18th Ave.
23 * Columbus, OH 43210
25 * Draws the cute level lights.
28 #include <GL/glut.h>
30 #include "glext.h"
32 #include "Game.h"
33 #include "Displayer.h"
34 #include "LevelLights.h"
35 #include "MetaState.h"
37 #define CS_UNDEFINED (0)
38 #define CS_RED (1)
39 #define CS_BLUE (2)
41 const GLfloat ambient[]
42 = { 0.0f, 0.0f, 0.0f, 1.0f };
44 const GLfloat diffuse[]
45 = { 0.0f, 0.0f, 0.0f, 1.0f };
47 const GLfloat specular[]
48 = { 0.8f, 0.8f, 0.8f, 1.0f };
50 void Displayer::drawLevelLights ( )
52 int color_state;
53 int next_color_state;
54 GLfloat death_flash = 0.0f;
55 GLfloat color[3];
57 glColorMaterial(GL_FRONT, GL_EMISSION);
59 glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
60 glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
61 glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
62 glMaterialf(GL_FRONT, GL_SHININESS, 2.0f);
64 for (int set = 2; set--; ) {
66 glPushMatrix();
68 if (set == LL_LOCAL_LIGHTS)
69 glTranslatef(DC_LEVEL_LIGHT_LOCAL_OFFSET_X,
70 DC_PLAY_OFFSET_Y + (DC_GRID_ELEMENT_LENGTH / 2.0f), 0.0f);
71 else {
72 glTranslatef(DC_LEVEL_LIGHT_OPPONENT_OFFSET_X,
73 DC_PLAY_OFFSET_Y + (DC_GRID_ELEMENT_LENGTH / 2.0f), 0.0f);
74 glScalef(-1.0f, 1.0f, 1.0f);
77 static int hold_set = 0;
78 if ((MetaState::mode & CM_SOLO) && !(MetaState::mode & CM_AI)) {
79 hold_set = set;
80 set = LL_LOCAL_LIGHTS;
83 color_state = CS_UNDEFINED;
85 if (LevelLights::death_flash_alarm[set] != -1) {
86 death_flash = LevelLights::death_flash_alarm[set]
87 * (2.0f / (GLfloat) DC_LEVEL_LIGHT_DEATH_FLASH_TIME);
89 if (death_flash > 1.0f) death_flash = 2.0f - death_flash;
92 for (int n = 0; n < LL_NUMBER_LEVEL_LIGHTS; n++) {
93 LevelLight &light = LevelLights::lights[set][n];
94 color[0] = color[1] = color[2] = 0.0f;
96 if (light.state & LS_RED) {
97 color[0] = DC_LEVEL_LIGHT_RED;
98 next_color_state = CS_RED;
100 } else if (light.state & LS_BLUE) {
101 color[2] = DC_LEVEL_LIGHT_BLUE;
102 next_color_state = CS_BLUE;
104 } else {
105 GLfloat fade = light.fade_alarm
106 * (1.0f / (GLfloat) DC_LEVEL_LIGHT_FADE_TIME);
108 if (light.state & LS_FADE_TO_RED) {
109 color[0] = DC_LEVEL_LIGHT_RED * Game::sqrt(1.0f - fade);
110 color[2] = DC_LEVEL_LIGHT_BLUE * Game::sqrt(fade);
112 } else {
113 color[0] = DC_LEVEL_LIGHT_RED * Game::sqrt(fade);
114 color[2] = DC_LEVEL_LIGHT_BLUE * Game::sqrt(1.0f - fade);
117 next_color_state = CS_UNDEFINED;
120 if (light.state & LS_IMPACT_FLASH) {
121 GLfloat flash = light.flash_alarm
122 * (1.0f / (GLfloat) DC_LEVEL_LIGHT_IMPACT_FLASH_TIME);
124 if (flash > DC_LEVEL_LIGHT_FLASH_INFLECTION)
125 flash = (1.0f - flash)
126 * (1.0f / (1.0f - DC_LEVEL_LIGHT_FLASH_INFLECTION));
127 else
128 flash *= 1.0f / DC_LEVEL_LIGHT_FLASH_INFLECTION;
129 flash *= flash;
131 color[0] += (1.0f - color[0]) * flash;
132 color[1] = flash;
133 color[2] += (1.0f - color[2]) * flash;
135 next_color_state = CS_UNDEFINED;
138 if (LevelLights::death_flash_alarm[set] != -1) {
139 color[0] += (1.0f - color[0]) * death_flash;
140 color[1] += (1.0f - color[1]) * death_flash;
141 color[2] += (1.0f - color[2]) * death_flash;
144 if (next_color_state != color_state || color_state == CS_UNDEFINED) {
145 glColor3fv(color);
146 color_state = next_color_state;
149 glTranslatef(0.0f, DC_GRID_ELEMENT_LENGTH, 0.0f);
151 glCallList(level_light_list);
154 if ((MetaState::mode & CM_SOLO) && !(MetaState::mode & CM_AI))
155 set = hold_set;
157 glPopMatrix();