void Selector::drawDot()
{
    if(!Selector::compiled) return;
    setColor(1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0);
    setGLColor();
    glCallList(Selector::dot);
}
void Selector::draw()
{
    if(!Selector::compiled) return;
    setColor(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
    setGLColor();
    glCallList(Selector::displayList);
}
void Selector::drawArrow()
{
    if(Model::getSelf()->selectedShip == Model::getSelf()->nullShip) return;
    if(Model::getSelf()->selectedShip->owner == Model::getSelf()->playerArray[0])
        setColor(PLAYER_1_R, PLAYER_1_G, PLAYER_1_B, 1.0, 0.1, 0.5, 0.7);
    else
        setColor(PLAYER_2_R, PLAYER_2_G, PLAYER_2_B, 1.0, 0.1, 0.5, 0.7);
    
    setGLColor();
    
    glPushMatrix();
    
    glTranslatef(Model::getSelf()->selectedShip->loc->column*COL_SPACING, 0, 
                 Model::getSelf()->selectedShip->loc->row*ROW_SPACING);
    glRotatef(90, 0.0, 1.0, 0.0);
    float x = (float)(column*COL_SPACING-Model::getSelf()->selectedShip->loc->column*COL_SPACING);
    float y = (float)(row*ROW_SPACING-Model::getSelf()->selectedShip->loc->row*ROW_SPACING);
    float mag = sqrtf((x*x)+(y*y));
    float rot = acos(y/mag)*180.0f/3.1415f + 180;
    if(column < Model::getSelf()->selectedShip->loc->column) rot*=-1;
    glRotatef(rot, 0.0, 1.0, 0.0);
    glScalef(mag, 1.0f, 1.0f);

    glCallList(Selector::arrow);

    glPopMatrix();

}
void Unit::draw()
{
    if(!Unit::compiled) return;
	setType(type);
    setGLColor();
    glCallList(Unit::typeList);

	if(this->owner == Model::getSelf()->playerArray[0])
		//setColor(PLAYER_1_R, PLAYER_1_G, PLAYER_1_B, 1.0, 0.1, 0.5, 0.7);
		setColor(1.0, 0.0, 0.0, 1.0, 0.1, 0.5, 0.7);
	else
		//setColor(PLAYER_2_R, PLAYER_2_G, PLAYER_2_B, 1.0, 0.1, 0.5, 0.7);
		setColor(0.0, 0.0, 1.0, 1.0, 0.1, 0.5, 0.7);

	setGLColor();
	glCallList(Unit::teamList);

    glPushMatrix();
    glScalef((float)health/(float)maxHealth, 1.0, 1.0);
    glCallList(Unit::healthBar);
    glPopMatrix();
}
Exemple #5
0
void Skybox::compileDL()
{
    if(Skybox::compiled) return;
    Skybox::displayList = glGenLists(1);
    glNewList(Skybox::displayList, GL_COMPILE);
    
    setGLColor();
    glBegin(GL_QUADS);
    
    //Ceiling
    glNormal3d(0.0, 1.0, 0.0);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    
    //West Wall
    glNormal3d(1.0, 0.0, 0.0);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, -ARENA_HEIGHT, ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, -ARENA_HEIGHT, -ARENA_LENGTH);
    
    //East Wall
    glNormal3d(-1.0, 0.0, 0.0);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, -ARENA_HEIGHT, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, -ARENA_HEIGHT, -ARENA_LENGTH);
    
    //North Wall
    glNormal3d(0.0, 0.0, 1.0);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, -ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, -ARENA_HEIGHT, -ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, -ARENA_HEIGHT, -ARENA_LENGTH);
    
    //South Wall
    glNormal3d(0.0, 0.0, -1.0);
    glVertex3d(-ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, ARENA_HEIGHT*4, ARENA_LENGTH);
    glVertex3d(ARENA_WIDTH, -ARENA_HEIGHT, ARENA_LENGTH);
    glVertex3d(-ARENA_WIDTH, -ARENA_HEIGHT, ARENA_LENGTH);
    
    glEnd();
    glEndList();
    Skybox::compiled = true;
}
Exemple #6
0
void Unit::draw()
{
    if(!Unit::compiled) return;
    setGLColor();
    glCallList(Unit::displayList);
}
Exemple #7
0
void Menu::draw(){
    if(!Menu::compiled || !menuFlag) return;
    setGLColor();
    glCallList(Menu::displayList);
}
Exemple #8
0
void Plant::draw( Vector3D *inPosition, double inScale,
                  double inMaxZ, double inMinZ ) {


    if( mPoisoned && mPoisonStatus >= 1) {
        // draw nothing
        return;
        }

    
    double drawScale = inScale;

    if( mPoisoned ) {
        // shrink with poisoning
        
        drawScale *= ( 1 - mPoisonStatus );
        }

    
    double radius = drawScale * ( mGrowth * 0.8 + 0.2 );


    // leaves become black with poisoning
    // (shades of white to allow texture color to dominate) 
    Color leafColor( 1 - mPoisonStatus,
                     1 - mPoisonStatus,
                     1 - mPoisonStatus, 1 );

    
    if( ! Features::drawNicePlantLeaves ) {
        // set color to shades of green green for leaves if we're drawing
        // simple boxes, since there's no texture color

        leafColor.setValues( 0, 1 - mPoisonStatus, 0, 1 );
        }

    
    Angle3D zeroAngle( 0, 0, 0 );
    

    PlantGenetics *genetics = &( mSeeds.mGenetics );

    
    
    int maxNumJoints = (int)( genetics->getParameter( jointCount ) );

    double growthFactor = mGrowth * 0.8 + 0.2;
    
    int numFullJoints = (int)( growthFactor * maxNumJoints );

    double partialJoint = growthFactor * maxNumJoints - numFullJoints;

    int numLeavesPerJoint = (int)( genetics->getParameter( leavesPerJoint ) );

    Angle3D angleIncrement( 0, 0, 2 * M_PI / numLeavesPerJoint );
    Angle3D startAngle( 0, 0, mStartZAngle );

    double currentScale = 1;

    double scaleDecrement = currentScale / ( maxNumJoints + 1 );

    Vector3D leafPosition( inPosition );

    Vector3D positionIncrement( 0, 0, -0.5 );

    Vector3D leafWalkerTerminus;

    SimpleVector<Vector3D *> thisLayerLeafTerminii;
    
    
    for( int j=0; j<numFullJoints; j++ ) {

        // lower leaves are darker
        double colorScaleFactor = (double)(j+1) / (double)maxNumJoints; 
        // min scaling of 0.5
        colorScaleFactor = colorScaleFactor * 0.5 + 0.5;
        
        
        Color thisLevelColor;
        thisLevelColor.setValues( &leafColor );
        thisLevelColor.weightColor( colorScaleFactor );
        
        
        
        
        Angle3D currentAngle( &startAngle );

        double zValue = leafPosition.mZ;

        if( zValue <= inMaxZ && zValue >= inMaxZ ) {
            // draw this joint
            for( int g=0; g<numLeavesPerJoint; g++ ) {

                if( Features::drawShadows ) {
                    // draw shadow
                    glColor4f( 0, 0, 0, 0.5 );
                    mLeaf.draw( &leafPosition, &currentAngle,
                                currentScale * radius * 1.05 );
                    }
                
                // draw leaf
                setGLColor( &thisLevelColor );
                
                mLeaf.draw( &leafPosition, &currentAngle,
                            currentScale * radius,
                            &leafWalkerTerminus );


                thisLayerLeafTerminii.push_back(
                    new Vector3D( &leafWalkerTerminus ) );

                
                currentAngle.add( &angleIncrement );
                }

            // finally cap this joint
            setGLColor( &thisLevelColor );
            mJointCapTexture->enable();
            glBegin( GL_QUADS ); {

                double capRadius = currentScale * radius * 0.1;
                double capZ = leafPosition.mZ;
                
                glTexCoord2f( 0, 0 );
                glVertex3d( leafPosition.mX - capRadius,
                            leafPosition.mY - capRadius, capZ );

                glTexCoord2f( 1, 0 );
                glVertex3d( leafPosition.mX + capRadius,
                            leafPosition.mY - capRadius, capZ );
                
                glTexCoord2f( 1, 1 );
                glVertex3d( leafPosition.mX + capRadius,
                            leafPosition.mY + capRadius, capZ );

                glTexCoord2f( 0, 1 );
                glVertex3d( leafPosition.mX - capRadius,
                            leafPosition.mY + capRadius, capZ );
                }
            glEnd();
            mJointCapTexture->disable();        
            }
        
        
        Angle3D angleToNextJoint( &angleIncrement );

        angleToNextJoint.scale( 0.5 );

        currentAngle.add( &angleToNextJoint );

        // start next joint at our current angle
        startAngle.setComponents( &currentAngle );

        currentScale -= scaleDecrement;

        leafPosition.add( &positionIncrement );
        }

    if( partialJoint > 0 ) {
        Angle3D currentAngle( &startAngle );

        // darker as growing completes


        // lower leaves are darker
        double colorScaleFactor =
            (double)(numFullJoints+1) / (double)maxNumJoints; 

        // min scaling of 0.5
        colorScaleFactor = colorScaleFactor * 0.5 + 0.5;

        // scale factor comes into effect as partial joint reaches 1
        colorScaleFactor = (1 - partialJoint) +
            colorScaleFactor * partialJoint;
        
        Color thisLevelColor;
        thisLevelColor.setValues( &leafColor );
        thisLevelColor.weightColor( colorScaleFactor );
        
        

        double zValue = leafPosition.mZ;

        if( zValue <= inMaxZ && zValue >= inMaxZ ) {
            // draw this joint
        
            for( int g=0; g<numLeavesPerJoint; g++ ) {

                if( Features::drawShadows ) {
                    // draw shadow
                    glColor4f( 0, 0, 0, 0.5 );
                    mLeaf.draw( &leafPosition, &currentAngle,
                                partialJoint * currentScale * radius * 1.05 );
                    }
                
                setGLColor( &thisLevelColor );

                mLeaf.draw( &leafPosition, &currentAngle,
                            // scale down further by partial fraction
                            partialJoint * currentScale * radius );

                currentAngle.add( &angleIncrement );
                }

            // finally cap this joint
            setGLColor( &thisLevelColor );
            mJointCapTexture->enable();
            glBegin( GL_QUADS ); {

                double capRadius = currentScale * radius * 0.1;
                double capZ = leafPosition.mZ;
                
                glTexCoord2f( 0, 0 );
                glVertex3d( leafPosition.mX - capRadius,
                            leafPosition.mY - capRadius, capZ );

                glTexCoord2f( 1, 0 );
                glVertex3d( leafPosition.mX + capRadius,
                            leafPosition.mY - capRadius, capZ );
                
                glTexCoord2f( 1, 1 );
                glVertex3d( leafPosition.mX + capRadius,
                            leafPosition.mY + capRadius, capZ );

                glTexCoord2f( 0, 1 );
                glVertex3d( leafPosition.mX - capRadius,
                            leafPosition.mY + capRadius, capZ );
                }
            glEnd();
            mJointCapTexture->disable();
            }
        }

    int numTerminii = thisLayerLeafTerminii.size();
    int t;
    
    if( mGrowth >= 1 ) {

        // NOTE:
        // This method of collecting all leaf terminii for the plant ASSUMES
        // that each terminus is at a unique location
        // This seems like a safe assumption, given the way leaves are
        // arranged now, but it is not safe in the general case.
        
        // If two terminii are at the same location, the terminus collection
        // would finish before collecting all terminii
        
        
        if( !mLeafTerminiiSet ) {
            // not done collecting leaf terminii for full-growth plant

            int numExisting = mLeafTerminii.size();
            char collision = false;
            
            for( int t=0; t<numTerminii && !collision; t++ ) {
                Vector3D *newTerminus =
                    *( thisLayerLeafTerminii.getElement( t ) );
                
                // make sure not the same as existing
                char same = false;
                for( int e=0; e<numExisting && !same; e++ ) {
                    Vector3D *existing = *( mLeafTerminii.getElement( e ) );

                    if( existing->equals( newTerminus ) ) {
                        same = true;
                        collision = true;
                        }
                    }

                if( !same ) {
                    // add to list of all terminii
                    mLeafTerminii.push_back( new Vector3D( newTerminus ) );
                    }                
                }

            if( collision ) {
                // we are back to drawing a layer that we've already drawn
                // before

                // so we're not gathering new leaf terminii anymore

                mLeafTerminiiSet = true;
                }
            }
        else {
        
            // don't try adding flowers if we already have more than
            // numTerminii
            // flowers
            int numTotalTerminii = mLeafTerminii.size();
            int numFlowers = mFlowerTerminusIndicies.size();
            int numFruit = mFruitTerminusIndices.size();
            
            if( numFlowers < numTotalTerminii &&
                mTimeSinceLastFlower >=
                genetics->getParameter( timeBetweenFlowers ) ) {
                // new flower

                // pick random, unflowered, unfruited terminus
            

                int numTries = 0;
                char found = false;
                int foundIndex = -1;
                while( ! found && numTries < 100 ) {
                    foundIndex =
                        globalRandomSource.getRandomBoundedInt(
                            0,
                            numTotalTerminii - 1 );
                    found = true;
                    int f;
                    for( f=0; f<numFlowers && found; f++ ) {
                        if( *( mFlowerTerminusIndicies.getElement( f ) )
                            ==
                            foundIndex ) {
                            // collision with existing flower location
                            found = false;
                            }
                        }
                    for( f=0; f<numFruit && found; f++ ) {
                        if( *( mFruitTerminusIndices.getElement( f ) )
                            ==
                            foundIndex ) {
                            // collision with existing fruit location
                            found = false;
                            }
                        }
                    numTries++;
                    }

                if( found ) {
                    mFlowerTerminusIndicies.push_back( foundIndex );
                    mFlowerStages.push_back( 0 );
                    mFlowerAngles.push_back(
                        new Angle3D(
                            0, 0,
                            globalRandomSource.getRandomBoundedDouble(
                                0, 2 * M_PI ) ) );
                    }
            
                mTimeSinceLastFlower = 0;
                }

        
            // recount, since we may have added some
            numFlowers = mFlowerTerminusIndicies.size();
            
            for( int f=0; f<numFlowers; f++ ) {
                int terminusIndex =
                    *( mFlowerTerminusIndicies.getElement( f ) );
                
                Vector3D *terminus =
                    *( mLeafTerminii.getElement( terminusIndex ) );
            
                double zValue = terminus->mZ;
                
                if( zValue <= inMaxZ && zValue >= inMaxZ ) {
                    
                    Angle3D *flowerAngle = *( mFlowerAngles.getElement( f ) );
                    
                    double flowerStage = *( mFlowerStages.getElement( f ) );
                    
                    mFlower.draw( terminus,
                                  flowerAngle, drawScale, flowerStage );
                    }
                }
            }

        // draw fruit
        int numFruit = mFruit.size();

        
        for( int f=0; f<numFruit; f++ ) {
            int terminusIndex =
                *( mFruitTerminusIndices.getElement( f ) );
                
            Vector3D *terminus =
                *( mLeafTerminii.getElement( terminusIndex ) );
            
            double zValue = terminus->mZ;
            
            if( zValue <= inMaxZ && zValue >= inMaxZ ) {
                Angle3D *fruitAngle = *( mFruitAngles.getElement( f ) );
                Fruit *thisFruit = *( mFruit.getElement( f ) );

                double fruitScale = drawScale * 0.2;
                
                thisFruit->draw( terminus,
                                 fruitAngle, fruitScale );

                if( mHighlightRipeFruit && thisFruit->isRipe() ) {

                    // make sure this is the fruit that we will harvest
                    // next
                    // (the z-range drawing can screw us
                    // up here, since we might draw fruits out-of-order)
                    // thus, the first-drawn ripe fruit is not necessarily
                    // the fruit that will be next harvested
                    Fruit *fruitNextHarvested = peekAtRipeFruit();

                    
                    if( thisFruit == fruitNextHarvested ) {
                        // this fruit will be harvested next
                                            
                        glColor4f( 1, 1, 1, 0.25 );
                        
                        // highlight brightens only
                        glBlendFunc( GL_SRC_ALPHA, GL_ONE );

                        drawBlurCircle( terminus, fruitScale );

                        // back to normal blend function
                        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

                        // only highlight one
                        mHighlightRipeFruit = false;
                        }
                    }
                }
            }
        }

    // delete this layer's terminus points
    for( t=0; t<numTerminii; t++ ) {
        delete *( thisLayerLeafTerminii.getElement( t ) );
        }
    }
void Unit::compileDL()
{	
    if(Unit::compiled) return;


    Unit::teamList = glGenLists(1);
    glNewList(Unit::teamList, GL_COMPILE);
	glPushMatrix();
	gluSphere(gluNewQuadric(), 1, 36, 18);
    
	//glScalef(2.0, 2.0, 2.0);

	glBegin(GL_TRIANGLES);	
	
	//glColor3f(10.0f,0.0f,0.0f);			// red
	glVertex3f( 0.0f, 10.0f, 0.0f);		// up-frontplane
	//glColor3f(0.0f,10.0f,0.0f);			// green
	glVertex3f(-10.0f,-10.0f, 10.0f);		// left-frontplane
	//glColor3f(0.0f,0.0f,1.0f);			// blue
	glVertex3f( 10.0f,-10.0f, 10.0f);		// right-frontplane

	

	//glColor3f(10.0f,0.0f,0.0f);			// red
	glVertex3f( 0.0f, 10.0f, 0.0f);		// up-backplane
	//glColor3f(0.0f,1.0f,0.0f);			// green
	glVertex3f( 10.0f,-10.0f, -10.0f);		// left-backplane
	//glColor3f(0.0f,0.0f,1.0f);			// plane
	glVertex3f(-10.0f,-10.0f, -10.0f);		// right-backplane
    
	
	glEnd();

	glPopMatrix();
    
    glEndList();

	Unit::typeList = glGenLists(1);
    glNewList(Unit::typeList, GL_COMPILE);
	glPushMatrix();
	gluSphere(gluNewQuadric(), 1, 36, 18);
    
	//glScalef(2.0, 2.0, 2.0);

	glBegin(GL_TRIANGLES);	

	//glColor3f(10.0f,0.0f,0.0f);			// red
	glVertex3f( 0.0f, 10.0f, 0.0f);		// up-rightplane
	//glColor3f(0.0f,0.0f,10.0f);			// blue
	glVertex3f( 10.0f,-10.0f, 10.0f);		// left-rightplane
	//glColor3f(0.0f,01.0f,0.0f);			// green
	glVertex3f( 10.0f,-10.0f, -10.0f);		// right-rightplane
    
	//glColor3f(10.0f,0.0f,0.0f);			// red
	glVertex3f( 0.0f, 10.0f, 0.0f);		// up-leftplane
	//glColor3f(0.0f,0.0f,10.0f);			// blue
	glVertex3f(-10.0f,-10.0f,-10.0f);		// left-leftplane
	//glColor3f(0.0f,10.0f,0.0f);			// green
	glVertex3f(-10.0f,-10.0f, 10.0f);		// right-leftplane
	glEnd();

	glPopMatrix();
    
    glEndList();


    Unit::healthBar = glGenLists(1);
    glNewList(Unit::healthBar, GL_COMPILE);
    
    setColor(0.0, 1.0, 0.0, 1.0, 0.1, 0.5, 0.7);
    setGLColor();
	glBegin(GL_QUADS);
    glVertex3f(-10.0f, 10.0f, 0.0f);
    glVertex3f(-10.0f, 15.0f, 0.0f);
    glVertex3f(10.0f, 15.0f, 0.0f);
    glVertex3f(10.0f, 10.0f, 0.0f);
    glEnd();
    glEndList();

    Unit::compiled = true;
}
Exemple #10
0
void Hud::drawMapv()
{
    if(!Hud::compiled) return;
    
    glPushMatrix();
    glTranslatef(0.0, 0.0, -2);
    glColor3f(1.0, 1.0, 1.0);
    glScalef(0.001, 0.001, 0.001);
    glTranslatef(-1000, -1000, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 's');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'p');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'a');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'c');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'e');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 't');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'o');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'b');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'u');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'y');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 's');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'h');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'i');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'p');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, '(');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, '1');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, '0');
    glTranslatef(60, 40, 0.0);
    gluSphere(gluNewQuadric(), 40, 5, 5);
    glTranslatef(40, -40, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, ')');
    glPopMatrix();
    
    glPushMatrix();
    glTranslatef(0.0, 0.0, -2);
    if(Model::getSelf()->playerturn == P_ONE_TURN)
        glColor3f(PLAYER_1_R, PLAYER_1_G, PLAYER_1_B);
    else
        glColor3f(PLAYER_2_R, PLAYER_2_G, PLAYER_2_B);
    glScalef(0.001, 0.001, 0.001);
    glTranslatef(-700, 800, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, '\'');
    glTranslatef(30, 0, 0.0);
    if(Model::getSelf()->playerturn == P_ONE_TURN)
        glutStrokeCharacter(GLUT_STROKE_ROMAN, 'q');
    else
        glutStrokeCharacter(GLUT_STROKE_ROMAN, 'p');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, '\'');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 't');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'o');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'e');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'n');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'd');
    glTranslatef(80, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 't');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'u');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'r');
    glTranslatef(30, 0, 0.0);
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'n');
    glPopMatrix();

    
    
    
    setColor(0.5f, 0.5f, 0.5f, 1.0f, 0.1f, 0.5f, 0.7f);
    setGLColor();
    glCallList(mapvDl);
    float dif = -2.0f/((float)NUM_TYPES+2.0f);
    glPushMatrix();
    glTranslated(-1.5, 0.2, 0.0);
    glTranslatef(0.0, 1.0, -2.0);
    glTranslatef(0.0, dif, 0.0);
    
    glPushMatrix();
    //glTranslated(0.1, 0.0, 0.0);
    glColor3f(1.0, 1.0, 1.0);
    glScalef(0.001, 0.001, 0.001);
    glTranslated(200.0, 0.0, 0.0);
    //glRotated(-90, 1.0, 0.0, 0.0);
    strokeNumber(pOneShip->owner->numShips);
    glPopMatrix();
    glPushMatrix();
    glScalef(0.2, 0.2, 0.2);
    glRotatef(pOneRot, 0.0, 1.0, 0.0);
    glTranslated(0.0, 0.0, -0.4);
    glRotatef(80, 1.0f, 0.0f, 0.0f);
    pOneShip->numWaterUnits = ((float)pOneShip->owner->waterNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pOneShip->numEarthUnits = ((float)pOneShip->owner->earthNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pOneShip->numWindUnits = ((float)pOneShip->owner->windNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pOneShip->numFireUnits = ((float)pOneShip->owner->fireNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pOneShip->draw();
    
    glPopMatrix();
    
    for(int i = 0; i < NUM_TYPES; i++)
    {
        glTranslatef(0.0, dif, 0.0);
        glPushMatrix();
        //glTranslated(0.1, 0.0, 0.0);
        glColor3f(1.0, 1.0, 1.0);
        glScalef(0.001, 0.001, 0.001);
        glTranslated(200.0, 0.0, 0.0);
        //glRotated(-90, 1.0, 0.0, 0.0);
        if(i == 0)
            strokeNumber(pOneShip->owner->waterNodesOwned);
        else if(i == 1)
            strokeNumber(pOneShip->owner->earthNodesOwned);
        else if(i == 2)
            strokeNumber(pOneShip->owner->windNodesOwned);
        else if(i == 3)
            strokeNumber(pOneShip->owner->fireNodesOwned);
        else if(i == 4)
            strokeNumber(pOneShip->owner->darkNodesOwned);

        glPopMatrix();
        glPushMatrix();
        if(Model::getSelf()->playerturn == P_ONE_TURN)
            pOneRot+=0.1f;
        else
            pOneRot+=.01f;
        if(pOneRot == 360.0f)
            pOneRot = 0.0;
        glRotatef(pOneRot, 0.0, 1.0, 0.0);
        glRotatef(80, 1.0f, 0.0f, 0.0f);
        glScalef(0.1,0.1,0.1);
        pOneNodes[i]->draw();
        glPopMatrix();
    }
    glTranslatef(0.0, dif, 0.0);
    glPushMatrix();
    //glTranslated(0.1, 0.0, 0.0);
    glColor3f(1.0, 1.0, 1.0);
    glScalef(0.001, 0.001, 0.001);
    glTranslated(200.0, 0.0, 0.0);
    //glRotated(-90, 1.0, 0.0, 0.0);
    strokeNumber(pOneShip->owner->darkResources);
    glPopMatrix();
    glRotatef(pOneRot, 0.0, 1.0, 0.0);

    gluSphere(gluNewQuadric(), 0.15, 5, 5);
    glPopMatrix();
    
    
    
    glPushMatrix();
    glTranslated(1.5, 0.2, 0.0);
    glTranslatef(0.0, 1.0, -2.0);
    glTranslatef(0.0, dif, 0.0);
    glPushMatrix();
    //glTranslated(0.1, 0.0, 0.0);
    glColor3f(1.0, 1.0, 1.0);
    glScalef(0.001, 0.001, 0.001);
    glTranslated(-270.0, 0.0, 0.0);
    //glRotated(-90, 1.0, 0.0, 0.0);
    glPushMatrix();
    if(pTwoShip->owner->numShips > 10)
        glTranslatef(-180, 0.0, 0.0);
    if(pTwoShip->owner->numShips > 100)
        glTranslatef(-180, 0.0, 0.0);
    strokeNumber(pTwoShip->owner->numShips);
    glPopMatrix();
    glPopMatrix();
    glPushMatrix();
    glScalef(0.2, 0.2, 0.2);
    glRotatef(pTwoRot, 0.0, 1.0, 0.0);
    glTranslated(0.0, 0.0, -0.4);
    glRotatef(80, 1.0f, 0.0f, 0.0f);
    pTwoShip->numWaterUnits = ((float)pTwoShip->owner->waterNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pTwoShip->numEarthUnits = ((float)pTwoShip->owner->earthNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pTwoShip->numWindUnits = ((float)pTwoShip->owner->windNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pTwoShip->numFireUnits = ((float)pTwoShip->owner->fireNodesOwned/(float)(pOneShip->owner->nodesOwned-pOneShip->owner->darkNodesOwned))*MAX_UNITS;
    pTwoShip->draw();
    glPopMatrix();
    
    for(int i = 0; i < NUM_TYPES; i++)
    {
        glTranslatef(0.0, dif, 0.0);
        glPushMatrix();
        //glTranslated(0.1, 0.0, 0.0);
        glColor3f(1.0, 1.0, 1.0);
        glScalef(0.001, 0.001, 0.001);
        glTranslated(-270.0, 0.0, 0.0);
        //glRotated(-90, 1.0, 0.0, 0.0);
        if(i == 0)
        {
            glPushMatrix();
            if(pTwoShip->owner->waterNodesOwned > 10)
                glTranslatef(-180, 0.0, 0.0);
            if(pTwoShip->owner->waterNodesOwned > 100)
                glTranslatef(-180, 0.0, 0.0);
            strokeNumber(pTwoShip->owner->waterNodesOwned);
            glPopMatrix();
        }
        else if(i == 1)
        {
            glPushMatrix();
            if(pTwoShip->owner->earthNodesOwned > 10)
                glTranslatef(-180, 0.0, 0.0);
            if(pTwoShip->owner->earthNodesOwned > 100)
                glTranslatef(-180, 0.0, 0.0);
            strokeNumber(pTwoShip->owner->earthNodesOwned);
            glPopMatrix();
        }
        else if(i == 2)
        {
            glPushMatrix();
            if(pTwoShip->owner->windNodesOwned > 10)
                glTranslatef(-180, 0.0, 0.0);
            if(pTwoShip->owner->windNodesOwned> 100)
                glTranslatef(-180, 0.0, 0.0);
            strokeNumber(pTwoShip->owner->windNodesOwned);
            glPopMatrix();
        }
        else if(i == 3)
        {
            glPushMatrix();
            if(pTwoShip->owner->fireNodesOwned > 10)
                glTranslatef(-180, 0.0, 0.0);
            if(pTwoShip->owner->fireNodesOwned > 100)
                glTranslatef(-180, 0.0, 0.0);
            strokeNumber(pTwoShip->owner->fireNodesOwned);
            glPopMatrix();
        }
        else if(i == 4)
        {
            glPushMatrix();
            if(pTwoShip->owner->darkNodesOwned > 10)
                glTranslatef(-180, 0.0, 0.0);
            if(pTwoShip->owner->darkNodesOwned > 100)
                glTranslatef(-180, 0.0, 0.0);
            strokeNumber(pTwoShip->owner->darkNodesOwned);
            glPopMatrix();
        }
        
        glPopMatrix();
        glPushMatrix();
        if(Model::getSelf()->playerturn == P_TWO_TURN)
            pTwoRot+=0.1f;
        else
            pTwoRot+=0.01f;
        if(pTwoRot == 360.0f)
            pTwoRot = 0.0;
        glRotatef(pTwoRot, 0.0, 1.0, 0.0);       
        glRotatef(80, 1.0f, 0.0f, 0.0f);
        glScalef(0.1,0.1,0.1);
        pTwoNodes[i]->draw();
        glPopMatrix();
    }
    glTranslatef(0.0, dif, 0.0);
    glPushMatrix();
    //glTranslated(0.1, 0.0, 0.0);
    glColor3f(1.0, 1.0, 1.0);
    glScalef(0.001, 0.001, 0.001);
    glTranslated(-270.0, 0.0, 0.0);
    //glRotated(-90, 1.0, 0.0, 0.0);
    glPushMatrix();
    if(pTwoShip->owner->darkResources > 10)
        glTranslatef(-180, 0.0, 0.0);
    if(pTwoShip->owner->darkResources > 100)
        glTranslatef(-180, 0.0, 0.0);
    strokeNumber(pTwoShip->owner->darkResources);
    glPopMatrix();
    glPopMatrix();
    glRotatef(pTwoRot, 0.0, 1.0, 0.0);
    
    gluSphere(gluNewQuadric(), 0.15, 5, 5);
    glPopMatrix();
    
	//if (Model::getSelf()->zoom < 0) 
	//	TextPrint::hudText(0, 17, -2, 0.77f, 0.29f, 0.13f,GLUT_BITMAP_TIMES_ROMAN_24, "WARNING: ZOOMED PAST RECOMENDED AREA");


}