Updated to work with freeglut 2.4.0
[crack-attack.git] / src / DrawLevelLights.cxx
blob63e6f6e148f54afb442071d56b37a0aaa07f108f
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 using namespace std;
34 #include "Game.h"
35 #include "Displayer.h"
36 #include "LevelLights.h"
37 #include "MetaState.h"
39 #define CS_UNDEFINED (0)
40 #define CS_RED (1)
41 #define CS_BLUE (2)
43 const GLfloat ambient[]
44 = { 0.0f, 0.0f, 0.0f, 1.0f };
46 const GLfloat diffuse[]
47 = { 0.0f, 0.0f, 0.0f, 1.0f };
49 const GLfloat specular[]
50 = { 0.8f, 0.8f, 0.8f, 1.0f };
52 void Displayer::drawLevelLights ( )
54 int color_state;
55 int next_color_state;
56 GLfloat death_flash = 0.0f;
57 GLfloat color[3];
59 glColorMaterial(GL_FRONT, GL_EMISSION);
61 glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
62 glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
63 glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
64 glMaterialf(GL_FRONT, GL_SHININESS, 2.0f);
66 for (int set = 2; set--; ) {
68 glPushMatrix();
70 if (set == LL_LOCAL_LIGHTS)
71 glTranslatef(DC_LEVEL_LIGHT_LOCAL_OFFSET_X,
72 DC_PLAY_OFFSET_Y + (DC_GRID_ELEMENT_LENGTH / 2.0f), 0.0f);
73 else {
74 glTranslatef(DC_LEVEL_LIGHT_OPPONENT_OFFSET_X,
75 DC_PLAY_OFFSET_Y + (DC_GRID_ELEMENT_LENGTH / 2.0f), 0.0f);
76 glScalef(-1.0f, 1.0f, 1.0f);
79 static int hold_set = 0;
80 if ((MetaState::mode & CM_SOLO) && !(MetaState::mode & CM_AI)) {
81 hold_set = set;
82 set = LL_LOCAL_LIGHTS;
85 color_state = CS_UNDEFINED;
87 if (LevelLights::death_flash_alarm[set] != -1) {
88 death_flash = LevelLights::death_flash_alarm[set]
89 * (2.0f / (GLfloat) DC_LEVEL_LIGHT_DEATH_FLASH_TIME);
91 if (death_flash > 1.0f) death_flash = 2.0f - death_flash;
94 for (int n = 0; n < LL_NUMBER_LEVEL_LIGHTS; n++) {
95 LevelLight &light = LevelLights::lights[set][n];
96 color[0] = color[1] = color[2] = 0.0f;
98 if (light.state & LS_RED) {
99 color[0] = DC_LEVEL_LIGHT_RED;
100 next_color_state = CS_RED;
102 } else if (light.state & LS_BLUE) {
103 color[2] = DC_LEVEL_LIGHT_BLUE;
104 next_color_state = CS_BLUE;
106 } else {
107 GLfloat fade = light.fade_alarm
108 * (1.0f / (GLfloat) DC_LEVEL_LIGHT_FADE_TIME);
110 if (light.state & LS_FADE_TO_RED) {
111 color[0] = DC_LEVEL_LIGHT_RED * Game::sqrt(1.0f - fade);
112 color[2] = DC_LEVEL_LIGHT_BLUE * Game::sqrt(fade);
114 } else {
115 color[0] = DC_LEVEL_LIGHT_RED * Game::sqrt(fade);
116 color[2] = DC_LEVEL_LIGHT_BLUE * Game::sqrt(1.0f - fade);
119 next_color_state = CS_UNDEFINED;
122 if (light.state & LS_IMPACT_FLASH) {
123 GLfloat flash = light.flash_alarm
124 * (1.0f / (GLfloat) DC_LEVEL_LIGHT_IMPACT_FLASH_TIME);
126 if (flash > DC_LEVEL_LIGHT_FLASH_INFLECTION)
127 flash = (1.0f - flash)
128 * (1.0f / (1.0f - DC_LEVEL_LIGHT_FLASH_INFLECTION));
129 else
130 flash *= 1.0f / DC_LEVEL_LIGHT_FLASH_INFLECTION;
131 flash *= flash;
133 color[0] += (1.0f - color[0]) * flash;
134 color[1] = flash;
135 color[2] += (1.0f - color[2]) * flash;
137 next_color_state = CS_UNDEFINED;
140 if (LevelLights::death_flash_alarm[set] != -1) {
141 color[0] += (1.0f - color[0]) * death_flash;
142 color[1] += (1.0f - color[1]) * death_flash;
143 color[2] += (1.0f - color[2]) * death_flash;
146 if (next_color_state != color_state || color_state == CS_UNDEFINED) {
147 glColor3fv(color);
148 color_state = next_color_state;
151 glTranslatef(0.0f, DC_GRID_ELEMENT_LENGTH, 0.0f);
153 glCallList(level_light_list);
156 if ((MetaState::mode & CM_SOLO) && !(MetaState::mode & CM_AI))
157 set = hold_set;
159 glPopMatrix();