Updated to work with freeglut 2.4.0
[crack-attack.git] / src / DrawWinRecord.cxx
blobc20f4d2952c09d35c259fddfad4217993dbb06a4
1 /*
2 * DrawWinRecord.cxx
3 * Daniel Nelson - 11/5/0
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 little win record stars.
28 #include <GL/glut.h>
30 #include "glext.h"
32 using namespace std;
34 #include "Game.h"
35 #include "Displayer.h"
36 #include "WinRecord.h"
38 void Displayer::drawWinRecord ( )
40 glBindTexture(GL_TEXTURE_2D, mote_textures[MT_FIVE_POINTED_STAR]);
42 int n;
43 if (MetaState::mode & CM_SOLO)
44 n = DC_SOLO_STAR_ID + 1;
45 else
46 n = GC_GAMES_PER_MATCH;
47 while (n--) {
48 Star &star = WinRecord::stars[n];
50 glPushMatrix();
52 switch (WinRecord::record[n]) {
54 // game not yet played
55 case GR_NOT_PLAYED:
56 glColor3f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
57 DC_STAR_UNPLAYED_BLUE);
58 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n,
59 DC_STAR_OFFSET_Y, DC_EXTERNAL_OFFSET_Z);
60 glScalef(DC_STAR_SIZE_EQUILIBRIUM, -DC_STAR_SIZE_EQUILIBRIUM, 0.0f);
61 glCallList(sparkle_list);
62 break;
64 // game being played
65 case GR_BEING_PLAYED:
66 glColor3f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
67 DC_STAR_UNPLAYED_BLUE);
68 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n,
69 DC_STAR_OFFSET_Y, DC_EXTERNAL_OFFSET_Z);
70 glRotatef(star.a, 0.0f, 0.0f, 1.0f);
71 glScalef(DC_STAR_SIZE_EQUILIBRIUM, -DC_STAR_SIZE_EQUILIBRIUM, 0.0f);
72 glCallList(sparkle_list);
73 break;
75 // game has been lost
76 case GR_LOST:
77 // star has already faded out
78 if (WinRecord::current_game != n)
79 glColor4f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
80 DC_STAR_UNPLAYED_BLUE, DC_STAR_LOST_ALPHA);
82 // star is fading out
83 else if (Game::time_step < DC_CELEBRATION_TIME) {
84 GLfloat fade
85 = Game::time_step * (1.0f / (GLfloat) DC_CELEBRATION_TIME);
86 fade = Game::sqrt(fade);
87 glColor4f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
88 DC_STAR_UNPLAYED_BLUE, 1.0f - (1.0f - DC_STAR_LOST_ALPHA) * fade);
90 // star has already faded out
91 } else
92 glColor4f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
93 DC_STAR_UNPLAYED_BLUE, DC_STAR_LOST_ALPHA);
95 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n,
96 DC_STAR_OFFSET_Y, DC_EXTERNAL_OFFSET_Z);
97 glRotatef(star.a, 0.0f, 0.0f, 1.0f);
98 glScalef(DC_STAR_SIZE_EQUILIBRIUM, -DC_STAR_SIZE_EQUILIBRIUM, 0.0f);
99 glCallList(sparkle_list);
100 break;
102 // game has been won
103 case GR_WON:
104 // if we need to, draw the old star
105 if (WinRecord::draw_old_star && WinRecord::current_game == n) {
106 glPushMatrix();
107 glColor3f(DC_STAR_UNPLAYED_RED, DC_STAR_UNPLAYED_GREEN,
108 DC_STAR_UNPLAYED_BLUE);
109 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n,
110 DC_STAR_OFFSET_Y, DC_EXTERNAL_OFFSET_Z);
111 glRotatef(WinRecord::old_star_a, 0.0f, 0.0f, 1.0f);
112 glScalef(WinRecord::old_star_size, -WinRecord::old_star_size, 0.0f);
113 glCallList(sparkle_list);
114 glPopMatrix();
117 glColor3f(DC_STAR_WIN_RED, DC_STAR_WIN_GREEN, DC_STAR_WIN_BLUE);
119 // star is static but displaced
120 if (n == WinRecord::displaced_star)
121 if (MetaState::mode & CM_SOLO)
122 glTranslatef(DC_STAR_WIN_OFFSET_X, DC_STAR_WIN_SOLO_OFFSET_Y,
123 DC_EXTERNAL_OFFSET_Z);
124 else
125 glTranslatef(DC_STAR_WIN_OFFSET_X, DC_STAR_WIN_OFFSET_Y,
126 DC_EXTERNAL_OFFSET_Z);
128 // star is in motion
129 else if (n == WinRecord::dynamic_star)
130 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n
131 + WinRecord::win_star_x, DC_STAR_OFFSET_Y + WinRecord::win_star_y,
132 DC_EXTERNAL_OFFSET_Z);
134 // star is at rest in the standard location
135 else
136 glTranslatef(DC_STAR_OFFSET_X + DC_STAR_DISPLACEMENT * n,
137 DC_STAR_OFFSET_Y, DC_EXTERNAL_OFFSET_Z);
139 glRotatef(star.a, 0.0f, 0.0f, 1.0f);
140 glScalef(star.size, -star.size, 0.0f);
141 glCallList(sparkle_list);
142 break;
145 glPopMatrix();
147 if (MetaState::mode & CM_SOLO) break;