Object loading patch
[crack-attack.git] / src / DrawBlocks.cxx
blob8b3b4741c339a654e5de52a3c410ef1601fed16d
1 /*
2 * DrawBlocks.cxx
3 * Daniel Nelson - 8/31/0
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 * Handle's the displaying of the blocks.
28 #include <GL/gl.h>
29 #include <GL/glut.h>
31 #include "glext.h"
33 using namespace std;
35 #include "Game.h"
36 #include "Displayer.h"
37 #include "Creep.h"
38 #include "Block.h"
39 #include "BlockManager.h"
40 #include "LightManager.h"
41 #include "Swapper.h"
42 #include "X.h"
44 const GLfloat Displayer::block_colors[BF_NUMBER][3]
45 = { { 0.73f, 0.0f, 0.73f }, // purple
46 { 0.2f, 0.2f, 0.8f }, // blue
47 { 0.0f, 0.6f, 0.05f }, // green
48 { 0.85f, 0.85f, 0.0f }, // yellow
49 { 1.0f, 0.4f, 0.0f }, // orange
50 { 1.0f, 0.0f, 0.0f }, // wild
51 { 0.4f, 0.4f, 0.4f }, // gray
52 { 0.05f, 0.05f, 0.05f }, // black
53 { 0.95f, 0.95f, 0.95f }, // white
54 { 2.0f * 0.73f, 2.0f * 0.0f, 2.0f * 0.73f }, // special purple
55 { 2.0f * 0.2f, 2.0f * 0.2f, 2.0f * 0.8f }, // special blue
56 { 2.0f * 0.0f, 2.0f * 0.6f, 2.0f * 0.05f }, // special green
57 { 2.0f * 0.85f, 2.0f * 0.85f, 2.0f * 0.0f }, // special yellow
58 { 2.0f * 1.0f, 2.0f * 0.4f, 2.0f * 0.0f } }; // special orange
60 const GLfloat creep_colors[BF_NUMBER][3]
61 = { { 0.25f * 0.73f, 0.25f * 0.0f, 0.25f * 0.73f }, // purple
62 { 0.25f * 0.2f, 0.25f * 0.2f, 0.25f * 0.8f }, // blue
63 { 0.25f * 0.0f, 0.25f * 0.6f, 0.25f * 0.05f }, // green
64 { 0.25f * 0.85f, 0.25f * 0.85f, 0.25f * 0.0f }, // yellow
65 { 0.25f * 1.0f, 0.25f * 0.4f, 0.25f * 0.0f }, // orange
66 { 0.25f * 1.0f, 0.25f * 0.0f, 0.25f * 0.0f }, // wild
67 { 0.25f * 0.4f, 0.25f * 0.4f, 0.25f * 0.4f }, // gray
68 { 0.25f * 0.05f, 0.25f * 0.05f, 0.25f * 0.05f }, // black
69 { 0.25f * 0.95f, 0.25f * 0.95f, 0.25f * 0.95f }, // white
70 { 0.5f * 0.73f, 0.5f * 0.0f, 0.5f * 0.73f }, // special purple
71 { 0.5f * 0.2f, 0.5f * 0.2f, 0.5f * 0.8f }, // special blue
72 { 0.5f * 0.0f, 0.5f * 0.6f, 0.5f * 0.05f }, // special green
73 { 0.5f * 0.85f, 0.5f * 0.85f, 0.5f * 0.0f }, // special yellow
74 { 0.5f * 1.0f, 0.5f * 0.4f, 0.5f * 0.0f } }; // special orange
76 void Displayer::setWildBlockColor ( Block &block, float flash )
78 Wild &wild = X::wild(block);
80 if (wild.alarm < GC_WILD_POLYMORPH_PERIOD) {
81 GLfloat fade = wild.alarm * (1.0f / (GLfloat) GC_WILD_POLYMORPH_PERIOD);
83 int next_color;
84 if (wild.flavor != BF_NORMAL_1)
85 next_color = wild.flavor - 1;
86 else
87 next_color = BF_WILD;
89 GLfloat color[3];
90 if (block.y != 0) {
91 color[0] = fade * block_colors[wild.flavor][0]
92 + (1.0f - fade) * block_colors[next_color][0];
93 color[1] = fade * block_colors[wild.flavor][1]
94 + (1.0f - fade) * block_colors[next_color][1];
95 color[2] = fade * block_colors[wild.flavor][2]
96 + (1.0f - fade) * block_colors[next_color][2];
97 } else {
98 color[0] = fade * creep_colors[wild.flavor][0]
99 + (1.0f - fade) * creep_colors[next_color][0];
100 color[1] = fade * creep_colors[wild.flavor][1]
101 + (1.0f - fade) * creep_colors[next_color][1];
102 color[2] = fade * creep_colors[wild.flavor][2]
103 + (1.0f - fade) * creep_colors[next_color][2];
106 glColor3f(color[0] + flash * (DC_FLASH_COLOR_RED - color[0]),
107 color[1] + flash * (DC_FLASH_COLOR_GREEN - color[1]),
108 color[2] + flash * (DC_FLASH_COLOR_BLUE - color[2]));
110 } else
111 if (block.y != 0)
112 glColor3f(block_colors[wild.flavor][0]
113 + flash * (DC_FLASH_COLOR_RED - block_colors[wild.flavor][0]),
114 block_colors[wild.flavor][1]
115 + flash * (DC_FLASH_COLOR_GREEN - block_colors[wild.flavor][1]),
116 block_colors[wild.flavor][2]
117 + flash * (DC_FLASH_COLOR_BLUE - block_colors[wild.flavor][2]));
118 else
119 glColor3f(creep_colors[wild.flavor][0]
120 + flash * (DC_FLASH_COLOR_RED - creep_colors[wild.flavor][0]),
121 creep_colors[wild.flavor][1]
122 + flash * (DC_FLASH_COLOR_GREEN - creep_colors[wild.flavor][1]),
123 creep_colors[wild.flavor][2]
124 + flash * (DC_FLASH_COLOR_BLUE - creep_colors[wild.flavor][2]));
127 void Displayer::drawBlocks ( )
129 glColorMaterial(GL_FRONT, GL_DIFFUSE);
131 // GL_FRONT_AND_BACK because the garbage uses these material properties
132 // also and I don't think it hurts with cull face on.
133 GLfloat color[4];
134 color[0] = 0.0f; color[1] = 0.0f; color[2] = 0.0f; color[3] = 1.0f;
135 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
136 color[0] = 0.5f; color[1] = 0.5f; color[2] = 0.5f; color[3] = 1.0f;
137 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
138 color[0] = 0.0f; color[1] = 0.0f; color[2] = 0.0f; color[3] = 1.0f;
139 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
140 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f);
142 // First we'll draw the non-special color blocks.
144 int c = BlockManager::block_count;
145 for (int n = 0; c; n++)
146 if (BlockManager::storeMap[n]) {
147 Block &block = BlockManager::blockStore[n];
148 c--;
150 if (BlockManager::isSpecialColorFlavor(block.flavor)) continue;
152 if (block.y > GC_SAFE_HEIGHT) continue;
154 drawBlock(block, false);
157 if (!X::specialColorActive()) return;
159 // Then we set things up for special color blocks and draw them.
161 if (opengl_version_1_2)
162 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
164 glEnable(GL_TEXTURE_1D);
166 glBindTexture(GL_TEXTURE_1D, special_block_lightmap);
168 c = X::special_color_count;
169 for (int n = 0; c; n++)
170 if (BlockManager::storeMap[n]) {
171 Block &block = BlockManager::blockStore[n];
173 if (!BlockManager::isSpecialColorFlavor(block.flavor)) continue;
174 c--;
176 glMatrixMode(GL_TEXTURE);
177 glPushMatrix();
179 glTranslatef(((Game::time_step + block.X) & (DC_GLEAM_PERIOD - 1))
180 * (1.0f / (GLfloat) DC_GLEAM_PERIOD), 0.0f, 0.0f);
181 glRotatef(DC_GLEAM_ROTATION_RATE * (Game::time_step + block.X),
182 DC_GLEAM_ROTATION_AXIS_X, DC_GLEAM_ROTATION_AXIS_Y,
183 DC_GLEAM_ROTATION_AXIS_Z);
184 glMatrixMode(GL_MODELVIEW);
186 drawBlock(block, true);
188 glMatrixMode(GL_TEXTURE);
189 glPopMatrix();
190 glMatrixMode(GL_MODELVIEW);
193 glDisable(GL_TEXTURE_1D);
195 if (opengl_version_1_2)
196 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
199 inline void Displayer::drawBlock ( Block &block, bool special )
201 GLfloat x, y;
202 GLfloat d_x;
204 glPushMatrix();
206 y = block.y * DC_GRID_ELEMENT_LENGTH
207 + block.f_y * (DC_GRID_ELEMENT_LENGTH / (GLfloat) GC_STEPS_PER_GRID)
208 + play_offset_y;
210 // normal
211 if (block.state & (BS_STATIC | BS_FALLING)) {
212 x = block.x * DC_GRID_ELEMENT_LENGTH + DC_PLAY_OFFSET_X;
214 if (block.flavor != BF_WILD)
215 if (block.y != 0)
216 glColor3fv(block_colors[block.flavor]);
217 else
218 glColor3fv(creep_colors[block.flavor]);
219 else
220 setWildBlockColor(block, 0.0f);
222 LightManager::setupBlockLights(x, y);
223 glTranslatef(x, y, DC_PLAY_OFFSET_Z);
225 if (!special)
226 glCallList(block_list);
227 else
228 glCallList(special_block_list);
230 // awaking and popping
231 } else if (block.state & BS_AWAKING) {
232 x = block.x * DC_GRID_ELEMENT_LENGTH + DC_PLAY_OFFSET_X;
234 LightManager::setupBlockLights(x, y);
235 glTranslatef(x, y, DC_PLAY_OFFSET_Z);
237 // if we haven't popped yet
238 if (block.pop_alarm != 0) {
240 // if we're just about to pop
241 if (block.pop_alarm - Game::time_step < DC_POP_ROTATE_TIME) {
242 GLfloat p = (block.pop_alarm - Game::time_step)
243 * (1.0f / (GLfloat) DC_POP_ROTATE_TIME);
245 // each block rotates a different direction
246 if (block.pop_direction & BR_DIRECTION_1) {
247 glRotatef(45.0f * p, 1.0f, 0.0f, 0.0f);
248 glRotatef(45.0f * p, 0.0f, 1.0f, 0.0f);
249 } else if (block.pop_direction & BR_DIRECTION_2) {
250 glRotatef(90.0f - 45.0f * p, 1.0f, 0.0f, 0.0f);
251 glRotatef(45.0f * p, 0.0f, 1.0f, 0.0f);
252 } else if (block.pop_direction & BR_DIRECTION_3) {
253 glRotatef(90.0f - 45.0f * p, 1.0f, 0.0f, 0.0f);
254 glRotatef(-45.0f * p, 0.0f, 1.0f, 0.0f);
255 } else {
256 glRotatef(45.0f * p, 1.0f, 0.0f, 0.0f);
257 glRotatef(-45.0f * p, 0.0f, 1.0f, 0.0f);
260 GLfloat scale = 1.0f - 0.5f * p;
261 glScalef(scale, scale, scale);
263 glColor3f( (1.0f - p) * block_colors[block.flavor][0]
264 + p * garbage_colors[block.pop_color][0],
265 (1.0f - p) * block_colors[block.flavor][1]
266 + p * garbage_colors[block.pop_color][1],
267 (1.0f - p) * block_colors[block.flavor][2]
268 + p * garbage_colors[block.pop_color][2]);
270 glEnable(rescale_method);
271 glCallList(block_list);
272 glDisable(rescale_method);
274 // if we're not popping
275 } else {
277 glColor3fv(garbage_colors[block.pop_color]);
279 // the small block is pre-rotated
280 glCallList(small_block_list);
283 // if we've already popped
284 } else {
285 glColor3fv(block_colors[block.flavor]);
287 glCallList(block_list);
290 // swapping
291 } else if (block.state & BS_SWAPPING) {
292 x = block.x * DC_GRID_ELEMENT_LENGTH + DC_PLAY_OFFSET_X;
294 if (block.state & BS_SWAP_DIRECTION_MASK) {
295 LightManager::setupBlockLights(x + Swapper::swap_factor
296 * DC_GRID_ELEMENT_LENGTH, y);
297 d_x = -DC_GRID_ELEMENT_LENGTH / 2.0f;
299 } else {
300 LightManager::setupBlockLights(x - Swapper::swap_factor
301 * DC_GRID_ELEMENT_LENGTH, y);
302 d_x = DC_GRID_ELEMENT_LENGTH / 2.0f;
305 if (block.flavor != BF_WILD)
306 glColor3fv(block_colors[block.flavor]);
307 else
308 setWildBlockColor(block, 0.0f);
310 glTranslatef(x - d_x, y, DC_PLAY_OFFSET_Z);
311 glRotatef(-180.0f * (1.0f - Swapper::swap_factor), 0.0f, 1.0f, 0.0f);
312 glTranslatef(d_x, 0.0f, 0.0f);
314 if (!special)
315 glCallList(block_list);
316 else
317 glCallList(special_block_list);
319 // dying
320 } else if (block.state & BS_DYING) {
321 x = block.x * DC_GRID_ELEMENT_LENGTH + DC_PLAY_OFFSET_X;
323 // when dying, first we flash
324 if (GC_DYING_DELAY - block.alarm < DC_DYING_FLASH_TIME) {
326 GLfloat flash = ((GLfloat) GC_DYING_DELAY - block.alarm)
327 * (4.0f / (GLfloat) DC_DYING_FLASH_TIME);
328 if (flash > 2.0f) flash = 4.0f - flash;
329 if (flash > 1.0f) flash = 2.0f - flash;
331 if (block.flavor != BF_WILD)
332 glColor3f(block_colors[block.flavor][0]
333 + flash * (DC_FLASH_COLOR_RED - block_colors[block.flavor][0]),
334 block_colors[block.flavor][1]
335 + flash * (DC_FLASH_COLOR_GREEN - block_colors[block.flavor][1]),
336 block_colors[block.flavor][2]
337 + flash * (DC_FLASH_COLOR_BLUE - block_colors[block.flavor][2]));
338 else
339 setWildBlockColor(block, flash);
341 LightManager::setupBlockLights(x, y);
342 glTranslatef(x, y, DC_PLAY_OFFSET_Z);
343 if (!special)
344 glCallList(block_list);
345 else
346 glCallList(special_block_list);
348 // then we shrink and spin
349 } else {
350 if (block.flavor != BF_WILD)
351 glColor3fv(block_colors[block.flavor]);
352 else
353 setWildBlockColor(block, 0.0f);
355 LightManager::setupBlockLights(x, y);
356 glTranslatef(x, y, DC_PLAY_OFFSET_Z);
357 glRotatef((GC_DYING_DELAY - DC_DYING_FLASH_TIME - block.alarm)
358 * (GC_DYING_DELAY - DC_DYING_FLASH_TIME - block.alarm)
359 * DC_DYING_ROTATE_SPEED, block.axis_x, block.axis_y, 0.0f);
361 GLfloat scale = block.alarm * DC_DYING_SHRINK_SPEED
362 + DC_DYING_SHRINK_MIN_SIZE;
363 glScalef(scale, scale, scale);
365 glEnable(rescale_method);
366 if (!special)
367 glCallList(block_list);
368 else
369 glCallList(special_block_list);
370 glDisable(rescale_method);
374 glPopMatrix();