Пример #1
0
void	draw_column(t_raycaster *r, t_map *map, t_img *img, int x)
{
	int	line_height;
	int	draw_start;
	int	draw_end;
	int	y;

	line_height = abs((int)(img->height / r->w_dis));
	draw_start = -line_height / 2 + img->height / 2;
	draw_end = line_height / 2 + img->height / 2;
	if (draw_start < 0)
		draw_start = 0;
	if (draw_end >= img->height)
		draw_end = img->height - 1;
	y = draw_start;
	while (y < draw_end)
	{
		r->wall_y = -(((double)(y * 256 - img->height * 128 + line_height *
		128)) / line_height) / 256 + 1;
		color_of_texture(tile_at_index(map, r->map.x, r->map.y),
		r->wall_x, r->wall_y);
		put_pixel(img, (t_pix){x, y});
		y++;
	}
	draw_sky(img, r, (t_pix){x, draw_start});
	draw_floor(img, map, r, (t_pix){x, draw_end});
}
Пример #2
0
  void
GameOver::loop(float timeStep)
{
  int width, height;
  width = getparam_x_resolution();
  height = getparam_y_resolution();

  /* Check joystick */
  if ( is_joystick_active() ) {
    update_joystick();

    if ( is_joystick_continue_button_down() )
    {
      if ( gameMgr->gametype != GameMgr::PRACTICING ) {
        set_game_mode( EVENT_RACE_SELECT );
      }else{
        set_game_mode( RACE_SELECT );
      }
      winsys_post_redisplay();
      return;
    }
  }
  fpsCounter.update();

  update_audio();

  clear_rendering_context();

  fogPlane.setup();
  update_player_pos( players[0], 0 );
  update_view( players[0], 0 );

  setup_view_frustum( players[0], NEAR_CLIP_DIST, 
      getparam_forward_clip_distance() );

  draw_sky(players[0].view.pos);
  draw_fog_plane();

  set_course_clipping( true );
  set_course_eye_point( players[0].view.pos );
  setup_course_lighting();
  render_course();
  draw_trees();
  if ( getparam_draw_particles() ) {
    draw_particles( players[0] );
  }

  ModelHndl->draw_tux();
  draw_tux_shadow();
  set_gl_options( GUI );

  UIMgr.setupDisplay();
  UIMgr.draw();

  HUD1.draw(players[0]);
  reshape( width, height );

  winsys_swap_buffers();
}
Пример #3
0
uint32_t buggychl_state::screen_update_buggychl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	if (m_sky_on)
		draw_sky(bitmap, cliprect);
	else
		bitmap.fill(0x20, cliprect); // stage 3 disables sky, wants background pen to be blue

	draw_bg(bitmap, cliprect);

	draw_sprites(bitmap, cliprect);

	draw_fg(bitmap, cliprect);

	return 0;
}
Пример #4
0
UINT32 buggychl_state::screen_update_buggychl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	if (m_sky_on)
		draw_sky(bitmap, cliprect);
	else
		bitmap.fill(0, cliprect);

	if (m_bg_on)
		draw_bg(bitmap, cliprect);

	draw_sprites(bitmap, cliprect);

	draw_fg(bitmap, cliprect);

	return 0;
}
Пример #5
0
Файл: view.c Проект: ItsJimi/42
void		drawx(t_mlx *mlx)
{
    int		x;
    float	val;
    float	length;
    float	wall;
    float	deg;

    x = 0;
    length = 0;
    wall = 0;
    deg = mlx->deg - 30;
    val = (60 / (float)mlx->w);
    draw_sky(mlx);
    draw_floor(mlx);
    while (x <= mlx->w)
    {
        length = line(mlx, 0, deg);
        wall = mlx->h / length;
        drawy(mlx, wall, x);
        deg += val;
        x++;
    }
}
Пример #6
0
static void draw_drive(lemuria_engine_t * e, void * user_data)
  {
  int index_1;
  int index_2;
  int i;
  float delta_phi;
  float angle;
  float speed;
  float speed_norm;
  
  drive_data * d = (drive_data*)(user_data);

  lemuria_range_update(&(d->curvature_range));
  lemuria_range_update(&(d->speed_range));

  /* Change stuff */

  lemuria_range_get(&(d->speed_range),
                    &(d->speed_start),
                    &(d->speed_end),
                    &speed);
  speed_norm = speed / SPEED_MAX;
  //  fprintf(stderr, "Speed: %f speed_max: %f (Speed/speed_max)^2: %f\n",
  //          speed, SPEED_MAX, speed_norm * speed_norm);
  
  //  fprintf(stderr, "Speed: %f %f\n", speed, SPEED_MAX);

  if(e->quiet)
    {
    d->speed_start = speed;
    d->speed_end = SPEED_MIN;
    lemuria_range_init(e, &(d->speed_range),
                       1, 100, 200);
    }
  else if(e->beat_detected)
    {
    if(lemuria_range_done(&(d->speed_range)) &&
       lemuria_decide(e, 0.2))
      {
      d->speed_start = d->speed_end;
      d->speed_end =
        SPEED_MIN + (lemuria_random(e, 0.0, 0.5) +
                     0.5 * (float)e->loudness/32768.0)*(SPEED_MAX - SPEED_MIN);
      lemuria_range_init(e, &(d->speed_range),
                         1, 100, 200);
      }
    
    if(lemuria_range_done(&(d->curvature_range)) &&
       lemuria_decide(e, 0.2))
      {
      d->delta_phi_start = d->delta_phi_end;

      //      if(d->delta_phi_end > 0.0)

      if(lemuria_decide(e, 0.3))
        d->delta_phi_end = 0.0;
      else
        {
        // d->delta_phi_end = lemuria_random(DELTA_PHI_MIN, DELTA_PHI_MAX);
        d->delta_phi_end =
          DELTA_PHI_MIN +
          (lemuria_random(e, 0.0, 0.5) +
           0.5 * (float)e->loudness / 32768.0)*(DELTA_PHI_MAX - DELTA_PHI_MIN);
        if(lemuria_decide(e, 0.5))
          d->delta_phi_end *= -1.0;
        }
      //  fprintf(stderr, "New phi: %f\n", d->delta_phi_end * 180.0 / M_PI);
        lemuria_range_init(e, &(d->curvature_range), 2, 50, 100);
      }
    }
  
  /* Create new rings if necessary */

  
  d->z_start += speed;

  lemuria_range_get(&(d->curvature_range),
                    &(d->delta_phi_start),
                    &(d->delta_phi_end),
                    &delta_phi);
  
  if(fabs(delta_phi) < DELTA_PHI_MIN)
    delta_phi = 0.0;
  
  while(d->z_start >= DELTA_Z)
    {
    d->segments[d->start_segment].delta_phi = delta_phi;
    d->texture_y += TEXTURE_DELTA_Y;
    d->segments[d->start_segment].texture_y_before = d->texture_y;
    if(d->texture_y > 1.0)
      d->texture_y -= 1.0;
    d->segments[d->start_segment].texture_y_after = d->texture_y;
    
    d->start_segment++;
    if(d->start_segment >= NUM_SEGMENTS)
      d->start_segment = 0;
    d->z_start -= DELTA_Z;
    }
  update_coords(d);
  
  /* Set up Opengl */

  glClearColor(0.0, 0.0, 0.0, 0.0);
  //  glDisable(GL_DEPTH_TEST);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  lemuria_set_perspective(e, 1, 1000.0);

  /* Set up light and materials */
#ifndef DRAW_MESH
  glShadeModel(GL_SMOOTH);
#endif
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

  index_1 = d->start_segment;
  index_2 = index_1 + 1;
  if(index_2 >= NUM_SEGMENTS)
    index_2 = 0;
  
  /* Do curvature transformation */
  
  angle =
    atan2(20.0 * (speed_norm * speed_norm) * d->segments[d->start_segment].delta_phi,
          DELTA_PHI_MAX);

  /*  / (SPEED_MAX * SPEED_MAX) */
  
  
  d->angle = 0.8 * d->angle + 0.2 * angle;
  
  /* */
  
  glTranslatef(0.0, SEGMENT_RADIUS - CAMERA_HEIGHT, 0.0);

  glRotatef(d->angle * 180.0 / M_PI, 0.0, 0.0, 1.0);

  glTranslatef(0.0, CAMERA_HEIGHT - SEGMENT_RADIUS, 0.0);

#ifndef DRAW_MESH
  draw_sky(d, 0.0);
  glFogi(GL_FOG_MODE, GL_LINEAR );
  glFogfv(GL_FOG_COLOR, fog_color);
  glFogf(GL_FOG_START, FOG_START);
  glFogf(GL_FOG_END,   FOG_END);
  
  glEnable(GL_FOG);

  /* We set the light after we rotated stuff */
  lemuria_set_material(&material, GL_FRONT);
  glEnable(GL_LIGHTING);
  lemuria_background_set(&(d->drive_background));

  lemuria_set_light(&light_0, GL_LIGHT0);
  glEnable(GL_LIGHT0);
  glEnable(GL_TEXTURE_2D);
#endif

  //  lemuria_set_light(&light_1, GL_LIGHT1);
  //  glEnable(GL_LIGHT1);
  
  //  fprintf(stderr, "Segments: %d %d\n", d->start_segment, d->end_segment);
  
  for(i = 0; i < NUM_SEGMENTS-1; i++)
    {
    draw_segment(d, index_1, index_2);
    
    if(index_2 == d->end_segment)
      break;
    
    index_1++;
    if(index_1 >= NUM_SEGMENTS)
      index_1 = 0;

    index_2++;
    if(index_2 >= NUM_SEGMENTS)
      index_2 = 0;
    
    }
  glPopMatrix();

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_LIGHTING);
  glDisable(GL_LIGHT0);
  glDisable(GL_LIGHT1);
  glDisable(GL_FOG);
  
  }
Пример #7
0
void racing_loop( scalar_t time_step )
{
    int width, height;
    player_data_t *plyr = get_player_data( local_player() );
    bool_t joy_paddling = False;
    bool_t joy_braking = False;
    bool_t joy_charging = False;
    bool_t airborne;
    vector_t dir;
    scalar_t speed;
    scalar_t terrain_weights[NumTerrains];
    int new_terrain = 0;
    int slide_volume;
    
    
    dir = plyr->vel;
    speed = normalize_vector(&dir);
    
    airborne = plyr->airborne;
    
    width = getparam_x_resolution();
    height = getparam_y_resolution();
    
    check_gl_error();
    
    new_frame_for_fps_calc();
    
    update_audio();
    
    clear_rendering_context();
    
    setup_fog();
    
    /* Update braking */
    plyr->control.is_braking = (bool_t) ( braking || joy_braking );
    
    if ( airborne ) {
        new_terrain = (1<<NumTerrains);
        
        /*
         * Tricks
         */
        if ( trick_modifier) {
            if (left_turn) {
                plyr->control.barrel_roll_left = True;
            }

            if (right_turn) {
                plyr->control.barrel_roll_right = True;
            }

            if (paddling) {
                plyr->control.front_flip = True;
            }

            if (plyr->control.is_braking) {
                plyr->control.back_flip = True;
            }
            
            //Par défaut ca fait un front flip
            if(!plyr->control.front_flip && !plyr->control.back_flip &&
               !plyr->control.barrel_roll_right && !plyr->control.barrel_roll_left )
            {
                plyr->control.back_flip = True;
            }
#ifdef __APPLE__
            TRDebugLog("tricks : %d",plyr->tricks);
#endif
        }
        
        
    } else {
        
        get_surface_type(plyr->pos.x, plyr->pos.z, terrain_weights);
        if (terrain_weights[Snow] > 0) {
            new_terrain |= (1<<Snow);
        }
        if (terrain_weights[Rock] > 0) {
            new_terrain |= (1<<Rock);
        } 
        if (terrain_weights[Ice] > 0) {
            new_terrain |= (1<<Ice);
        }
        
    }
    
    /*
     * Jumping
     */
    calc_jump_amt( time_step );
    
    if ( ( charging || joy_charging ) && 
        !plyr->control.jump_charging && !plyr->control.jumping ) 
    {
        plyr->control.jump_charging = True;
        charge_start_time = g_game.time;
    }
    
    if ( ( !charging && !joy_charging ) && plyr->control.jump_charging ) {
        plyr->control.jump_charging = False;
        plyr->control.begin_jump = True;
    }
    
    
    /* 
     * Turning 
     */
    scalar_t iPhone_turn_fact=accelerometerTurnFact();

    iPhone_turn_fact=accelerometerTurnFact();
    
    /*left_turn and right_turn are informations useful for tricks*/
    if (iPhone_turn_fact>TURN_FACTOR_LIMIT) {
        left_turn=false;
        right_turn=true;
    }
    else if (iPhone_turn_fact<-TURN_FACTOR_LIMIT) {
        left_turn=true;
        right_turn=false;
    } else left_turn = right_turn = false;
    
    plyr->control.turn_fact = iPhone_turn_fact;
    plyr->control.turn_animation = iPhone_turn_fact;
    
    
    /*
     * Paddling
     */
    if ( ( paddling || joy_paddling ) && plyr->control.is_paddling == False ) {
        plyr->control.is_paddling = True;
        plyr->control.paddle_time = g_game.time;
    }
    
    /*
     * Play flying sound (__APPLE__ : and add Flying time to plyr->control.fly_total_time)
     */
    if (new_terrain & (1<<NumTerrains)) {
        set_sound_volume("flying_sound", min(128, speed*2));
        
        if (!(last_terrain & (1<<NumTerrains))) {
            play_sound( "flying_sound", -1 );
            plyr->control.is_flying=true;
            plyr->control.fly_start_time = g_game.time;
        }
    } else {
        if (last_terrain & (1<<NumTerrains)) {
            plyr->control.is_flying=false;
            plyr->control.fly_end_time = g_game.time;
            if (plyr->control.fly_end_time-plyr->control.fly_start_time>FLYING_TIME_LIMIT) {
                plyr->control.fly_total_time += plyr->control.fly_end_time-plyr->control.fly_start_time;
            }
            halt_sound( "flying_sound" );
        }
    }
    
    /*
     * Play sliding sound
     */
    slide_volume = min( (((pow(plyr->control.turn_fact, 2)*128)) +
                         (plyr->control.is_braking?128:0) +
                         (plyr->control.jumping?128:0) +
                         20) *
                       (speed/10), 128 );
    if (new_terrain & (1<<Snow)) {
        set_sound_volume("snow_sound", slide_volume * terrain_weights[Snow]);
        if (!(last_terrain & (1<<Snow))) {
            play_sound( "snow_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Snow)) {
            halt_sound( "snow_sound" );
        }
    }
    if (new_terrain & (1<<Rock)) {
        //set_sound_volume("rock_sound", 128*pow((speed/2), 2) * terrain_weights[Rock]);
        
        int rockvol = slide_volume * 10 * terrain_weights[Rock];
        
        if (rockvol > 400)
            rockvol = 400;
        
        set_sound_volume("rock_sound", rockvol);
        if (!(last_terrain & (1<<Rock))) {
            play_sound( "rock_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Rock)) {
            halt_sound( "rock_sound" );
        }
    }
    if (new_terrain & (1<<Ice)) {
        set_sound_volume("ice_sound", slide_volume * terrain_weights[Ice]);
        if (!(last_terrain & (1<<Ice))) {
            play_sound( "ice_sound", -1 );
        }
    } else {
        if (last_terrain & (1<<Ice)) {
            halt_sound( "ice_sound" );
        }
    }
    last_terrain = new_terrain; 
    
    
    /*
     * gs
     */
    bool roll = plyr->control.barrel_roll_left || plyr->control.barrel_roll_right;
    bool flip = plyr->control.front_flip || plyr->control.back_flip;
    if(roll && plyr->control.barrel_roll_factor == 0)
    {
        if(flip)
        {
            if(plyr->control.barrel_roll_left)
                add_new_bonus("Hyper heavy Jump", get_score_for_trick(HYPER_HEAVY_JUMP));
            else
                add_new_bonus("Ray star hybrid Jump", get_score_for_trick(RAY_STAR_HYBRID_JUMP));
        }
        else
        {
            if(plyr->control.barrel_roll_left)
                add_new_bonus("Roll Left", get_score_for_trick(ROLL_LEFT));
            else
                add_new_bonus("Roll Right", get_score_for_trick(ROLL_RIGHT));
        }
    }

    if(flip && plyr->control.flip_factor == 0)
    {
        if(roll)
        {
            if(plyr->control.back_flip)
                add_new_bonus("Saturn ice Fever", get_score_for_trick(SATURN_ICE_FEVER));
            else
                add_new_bonus("Wild pinguin Show", get_score_for_trick(WILD_PINGUIN_SHOW));
        }
        else
        {
            if(plyr->control.back_flip)
                add_new_bonus("Back Flip", get_score_for_trick(BACK_FLIP));
            else
                add_new_bonus("Barlow's Wheel", get_score_for_trick(BARLOWS_WHEEL));
        }
    }

    if (roll) {
        plyr->tricks+=1;
        plyr->control.barrel_roll_factor += 
		( plyr->control.barrel_roll_left ? -1 : 1 ) * 0.05 * time_step / 0.05;
        if ( (plyr->control.barrel_roll_factor  > 1) ||
            (plyr->control.barrel_roll_factor  < -1) ) {
            plyr->control.barrel_roll_factor = 0;
            plyr->control.barrel_roll_left = plyr->control.barrel_roll_right = False;
        }
    }
    if (flip) {
        plyr->tricks+=1;
        plyr->control.flip_factor += 
		( plyr->control.back_flip ? -1 : 1 ) * 0.05 * time_step / 0.05;
        if ( (plyr->control.flip_factor  > 1) ||
            (plyr->control.flip_factor  < -1) ) {
            plyr->control.flip_factor = 0;
            plyr->control.front_flip = plyr->control.back_flip = False;
        }
    }

    update_player_pos( plyr, time_step );
	
    /* 
     * Track Marks
     */
    add_track_mark( plyr );
    
    
    update_view( plyr, time_step );
    
    setup_view_frustum( plyr, NEAR_CLIP_DIST, 
                       getparam_forward_clip_distance() );
    
    draw_sky(plyr->view.pos);
    
    draw_fog_plane();
    
    set_course_clipping( True );
    set_course_eye_point( plyr->view.pos );
    setup_course_lighting();
    render_course();
    draw_trees();
    
    if ( getparam_draw_particles() ) {
        update_particles( time_step );
        draw_particles( plyr );
    }
    
    draw_tux();
    draw_tux_shadow();
    
    draw_hud( plyr );
    
    draw_hud_training(plyr);
    
    reshape( width, height );
    
    winsys_swap_buffers();
    
    g_game.time += time_step;
} 
Пример #8
0
/** \brief The per-frame OpenGL display routine
 *
 *  This function does the complete OpenGL drawing. First
 *  the 3D scene is drawn, then some 2D overlays
 *  (wind and battery indicator, GUI).
 */
void display()
{
  CRRCMath::Vector3 plane_pos = FDM2Graphics(Global::aircraft->getPos());

  // Prepare the current frame buffer and reset
  // the modelview matrix (for non-SSG drawing)
  GLbitfield clearmask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
   if (vidbits.stencil)
    {
    clearmask |= GL_STENCIL_BUFFER_BIT;
    }
  glClear(clearmask);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glPushMatrix();
  //~ glBlendFunc(GL_ONE, GL_ZERO);
  //~ glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);

  // Set up the viewing transformation (for SSG drawing)
  sgVec3 viewpos, planepos, up;
  
  sgSetVec3(viewpos, player_pos.r[0], player_pos.r[1], player_pos.r[2]);                
  sgSetVec3(planepos, looking_pos.r[0], looking_pos.r[1], looking_pos.r[2]);
  sgSetVec3(up, 0.0, 1.0, 0.0);
  context->setCameraLookAt(viewpos, planepos, up);

  // 3D scene
  if( Global::scenery != NULL)
  {
    // 3D scene: sky sphere
    draw_sky(&viewpos, Global::Simulation->getTotalTime());
  
    // 3D scene: airplane
    if (Global::aircraft->getModel() != NULL)
    {
      // For SSG rendering, this call does not draw anything,
      // but calculates the airplane's transformation matrix
      glDisable(GL_TEXTURE_2D);
      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      Global::aircraft->getModel()->draw(Global::aircraft->getFDM());
    }
  
    // 3D scene: scenery
    Global::scenery->draw(Global::Simulation->getTotalTime());
  }
  // Lighting setup. Only needed as long as there are
  // non-SSG parts that modify the light sources.
  sgVec4 lightamb;
  sgSetVec4(lightamb , 0.2f, 0.2f, 0.2f, 1.0f);
  ssgGetLight(0)->setPosition(lightposn);
  ssgGetLight(0)->setColour(GL_AMBIENT, lightamb);

  // Draw the scenegraph (airplane model, shadow)
  ssgCullAndDraw(scene);
  context->forceBasicState();

  // ssgCullAndDraw() ends up with an identity modelview matrix,
  // so we have to set up our own viewing transformation for
  // the thermals
  glLoadIdentity();
  gluLookAt(player_pos.r[0], player_pos.r[1], player_pos.r[2],
            looking_pos.r[0], looking_pos.r[1], looking_pos.r[2],
            0.0, 1.0, 0.0);
  
  if (Global::training_mode==TRUE)
  {
    draw_thermals(Global::aircraft->getPos());
  }
  
  // 3D scene: game-mode-specific stuff (pylons etc.)
  Global::gameHandler->draw();

  glPopMatrix();


  // Overlay: game handler
  Global::gameHandler->display_infos(window_xsize, window_ysize);

  // Overlay: scope for audio interface
  if ( Global::testmode.test_mode
       &&
       (Global::TXInterface->inputMethod() == T_TX_Interface::eIM_audio) )
  {
    GlOverlay::setupRenderingState(window_xsize, window_ysize);
    oscillo();
    GlOverlay::restoreRenderingState();
  }

  // Overlay: wind direction indicator
  {
    double dx  = (plane_pos.r[2] - player_pos.r[2]);
    double dy  = (player_pos.r[0] - plane_pos.r[0]);
    double dir = atan2(dy, dx);

    GlOverlay::setupRenderingState(window_xsize, window_ysize);
    draw_wind(dir);
    GlOverlay::restoreRenderingState();
  }

  // Overlay: battery capacity/fuel left
  {
    int r   = window_ysize >> 5;
    int w   = r >> 1;
    int h   = window_ysize >> 3;
    int ht  = (int)(Global::aircraft->getFDM()->getBatCapLeft() * h);
                    
#if 0
    glDisable(GL_LIGHTING);
    glMatrixMode (GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity ();
    gluOrtho2D (0, window_xsize-1, 0, window_ysize);
#endif
    GlOverlay::setupRenderingState(window_xsize, window_ysize);
    
    // Background
    glColor3f (0, 0, 0);
    glRectf(window_xsize-w, r+ht,
            window_xsize-1, r+h);
    glTranslatef(0,0,0.1);
  
    // Indicator
    glColor3f (0, 1, 0.);
    glRectf(window_xsize-w, r,
            window_xsize-1, r+ht);
    
#if 0
    glPopMatrix();
    glEnable(GL_LIGHTING);    
    glMatrixMode(GL_MODELVIEW);
#endif
    GlOverlay::restoreRenderingState();

  }

  // Overlay: console
  console->render(window_xsize, window_ysize);
  
  // Overlay: gui
  Global::gui->draw();
  
  // check for any OpenGL errors
  evaluateOpenGLErrors();

  // Force pipeline flushing and flip front and back buffer
  glFlush();
  SDL_GL_SwapBuffers();
}
Пример #9
0
void
Racing::loop(float timeStep)
{
	int width, height;
    bool joy_left_turn = false;
    bool joy_right_turn = false;
    double joy_turn_fact = 0.0;
    bool joy_paddling = false;
    bool joy_braking = false;
    bool joy_tricks = false;
    bool joy_charging = false;
    bool airborne;
    pp::Vec3d dir;
    float speed;
    float terrain_weights[NUM_TERRAIN_TYPES];
    int new_terrain = 0;
    int slide_volume;
	unsigned int i;

	if (Benchmark::getMode() == Benchmark::AUTO){
		m_paddling = true;
	}	
	
    dir = players[0].vel;
    speed = dir.normalize();
	
	//set max_speed
	if (speed > players[0].max_speed) players[0].max_speed=int(speed);

	
    airborne = (bool) ( players[0].pos.y > ( find_y_coord(players[0].pos.x, 
						       players[0].pos.z) + 
					  JUMP_MAX_START_HEIGHT ) );

    width = getparam_x_resolution();
    height = getparam_y_resolution();

    fpsCounter.update();

    update_audio();

    clear_rendering_context();

    fogPlane.setup();

    // Joystick

    if ( is_joystick_active() ) {
	float joy_x;
	float joy_y;

	update_joystick();

	joy_x = get_joystick_x_axis();
	joy_y = get_joystick_y_axis();

	if ( joy_x > 0.1 ) {
	    joy_right_turn = true;
	    joy_turn_fact = joy_x;
	} else if ( joy_x < -0.1 ) {
	    joy_left_turn = true;
	    joy_turn_fact = joy_x;
	}

	if ( getparam_joystick_brake_button() >= 0 ) {
	    joy_braking = 
		is_joystick_button_down( getparam_joystick_brake_button() );
	} 
	if ( !joy_braking ) {
	    joy_braking = (bool) ( joy_y > 0.5 );
	}

	if ( getparam_joystick_paddle_button() >= 0 ) {
	    joy_paddling = 
		is_joystick_button_down( getparam_joystick_paddle_button() );
	}
	if ( !joy_paddling ) {
	    joy_paddling = (bool) ( joy_y < -0.5 );
	}

	if ( getparam_joystick_jump_button() >= 0 ) {
	    joy_charging = 
		is_joystick_button_down( getparam_joystick_jump_button() );
	}

	if ( getparam_joystick_trick_button() >= 0 ) {
	    joy_tricks = 
		is_joystick_button_down( getparam_joystick_trick_button() );
	}
    }

    // Update braking 
    players[0].control.is_braking = (bool) ( m_braking || joy_braking );

    if ( airborne ) {
	new_terrain = (1<<4);

	// Tricks
	if ( m_trickModifier || joy_tricks ) {
	    if ( m_leftTurn || joy_left_turn ) {
		players[0].control.barrel_roll_left = true;
	    }
	    if ( m_rightTurn || joy_right_turn ) {
		players[0].control.barrel_roll_right = true;
	    }
	    if ( m_paddling || joy_paddling ) {
		players[0].control.front_flip = true;
	    }
	    if ( players[0].control.is_braking ) {
		players[0].control.back_flip = true;
	    }
	}

		for(i=0;i<num_terrains;i++){
			if ( !terrain_texture[i].sound.empty() && terrain_texture[i].soundactive==true) {
				halt_sound( terrain_texture[i].sound.c_str() );
				terrain_texture[i].soundactive=false;
			}
		}
		
    } else {

	get_surface_type(players[0].pos.x, players[0].pos.z, terrain_weights);
	

    //Play sliding sound
		
		slide_volume = int(MIN( (((pow(players[0].control.turn_fact, 2)*128)) +
			 (players[0].control.is_braking?128:0) +
			 (players[0].control.jumping?128:0) +
			 20) *
			(speed/10), 128 ));
		
		for(i=0;i<num_terrains;i++){
			if ( !terrain_texture[i].sound.empty() ) {
				if (terrain_weights[i] > 0 ){
					set_sound_volume(terrain_texture[i].sound.c_str(), int(slide_volume * terrain_weights[i]));
					if (terrain_texture[i].soundactive==false){
						play_sound(terrain_texture[i].sound.c_str() , -1 );
						terrain_texture[i].soundactive=true;
					}
				} else if (terrain_texture[i].soundactive==true){
					halt_sound( terrain_texture[i].sound.c_str() );
					terrain_texture[i].soundactive=false;
				}
			}
		}
		
			
    }

    // Jumping

    calcJumpAmt( timeStep );

    if ( ( m_charging || joy_charging ) && 
	 !players[0].control.jump_charging && !players[0].control.jumping ) 
    {
		players[0].control.jump_charging = true;
		m_chargeStartTime = gameMgr->time;
    }

    if ( ( !m_charging && !joy_charging ) && players[0].control.jump_charging ) {
		players[0].control.jump_charging = false;
		players[0].control.begin_jump = true;
    }

 
    // Turning 

    if ( ( m_leftTurn || joy_left_turn )  ^ (m_rightTurn || joy_right_turn ) ) {
	bool turning_left = (bool) ( m_leftTurn || joy_left_turn );

	if ( joy_left_turn || joy_right_turn ) {
	    players[0].control.turn_fact = joy_turn_fact;
	} else {
	    players[0].control.turn_fact = (turning_left?-1:1);
	}

	players[0].control.turn_animation += (turning_left?-1:1) *
	    0.15 * timeStep / 0.05;
	players[0].control.turn_animation = 
	    MIN(1.0, MAX(-1.0, players[0].control.turn_animation));
    } else {
	players[0].control.turn_fact = 0;

	// Decay turn animation
	if ( timeStep < ROLL_DECAY_TIME_CONSTANT ) {
	    players[0].control.turn_animation *= 
		1.0 - timeStep/ROLL_DECAY_TIME_CONSTANT;
	} else {
	    players[0].control.turn_animation = 0.0;
	}
    }

    
    
    //Paddling
    if ( ( m_paddling || joy_paddling ) && players[0].control.is_paddling == false ) {
		players[0].control.is_paddling = true;
		players[0].control.paddle_time = gameMgr->time;
    }

    
   	//Play flying sound

    if (new_terrain & (1<<4)) {
		set_sound_volume("flying_sound", int(MIN(128, speed*2)));
		if (!(m_lastTerrain & (1<<4))) {
	 	   play_sound( "flying_sound", -1 );
		}
	    } else {
		if (m_lastTerrain & (1<<4)) {
		    halt_sound( "flying_sound" );
		}
	}

  	m_lastTerrain = new_terrain; 

	//Tricks
    if ( players[0].control.barrel_roll_left || players[0].control.barrel_roll_right ) {
	players[0].control.barrel_roll_factor += 
		( players[0].control.barrel_roll_left ? -1 : 1 ) * 0.15 * timeStep / 0.05;
	if ( (players[0].control.barrel_roll_factor  > 1) ||
	     (players[0].control.barrel_roll_factor  < -1) ) {
	    players[0].control.barrel_roll_factor = 0;
	    players[0].control.barrel_roll_left = players[0].control.barrel_roll_right = false;
	}
    }
    if ( players[0].control.front_flip || players[0].control.back_flip ) {
	players[0].control.flip_factor += 
		( players[0].control.back_flip ? -1 : 1 ) * 0.15 * timeStep / 0.05;
	if ( (players[0].control.flip_factor  > 1) ||
	     (players[0].control.flip_factor  < -1) ) {
	    players[0].control.flip_factor = 0;
	    players[0].control.front_flip = players[0].control.back_flip = false;
	}
    }

    update_player_pos( players[0], timeStep );
	 
	//Track Marks
    add_track_mark( players[0] );


    update_view( players[0], timeStep );

    setup_view_frustum( players[0], NEAR_CLIP_DIST, 
			getparam_forward_clip_distance() );

    draw_sky(players[0].view.pos);

    draw_fog_plane();

    set_course_clipping( true );
    set_course_eye_point( players[0].view.pos );
    setup_course_lighting();
    render_course();
	
	
	//Draw snow
	update_snow( timeStep, false, players[0].view.pos );
	draw_snow(players[0].view.pos);
	
    draw_trees();
	
    if ( getparam_draw_particles() ) {
	update_particles( timeStep );
	draw_particles( players[0] );
    }

    ModelHndl->draw_tux();
    draw_tux_shadow();

    HUD1.draw(players[0]);
	
	
    reshape( width, height );

    winsys_swap_buffers();

    gameMgr->time += timeStep;
	if (airborne) gameMgr->airbornetime += timeStep;
		
	if(Benchmark::getMode() == Benchmark::PAUSED){
		set_game_mode(PAUSED);
	}
}
Пример #10
0
void view_draw_scene_render(int tick,obj_type *obj,weapon_type *weap)
{
		// setup projection

	gl_3D_view();
	gl_3D_rotate(&view.render->camera.pnt,&view.render->camera.ang);
	gl_setup_project();

		// draw background and sky
		// unless obscured by fog
	
	if (!fog_solid_on()) {
		draw_background();
		draw_sky(tick);
	}
	else {
		fog_solid_start();
	}

		// setup per-scene shader variables

	gl_shader_draw_scene_initialize();

		// compile meshes for drawing
	
	if (!view_compile_mesh_gl_lists(tick)) return;

		// setup some map polygon drawing flags

	render_map_setup();

		// draw opaque scene items

	render_map_mesh_opaque();
	render_map_liquid_opaque(tick);
	view_draw_model_opaque(tick);
	
		// additional mesh and model drawing
		// shadows, remote names, etc

	view_draw_mesh_shadows();
	view_draw_models_final();
	
		// draw transparent scene items

	render_map_mesh_transparent();
	view_draw_model_transparent(tick);
	render_map_liquid_transparent(tick);

		// draw decals

	decal_render();

		// effects

	effect_draw(tick);
	
		// draw rain
		
	rain_draw(tick);

		// draw fog

	fog_draw_textured(tick);
	
	if (fog_solid_on()) fog_solid_end();
	
		// setup halos, crosshairs, zoom masks
		
	remote_draw_names_setup();
	halo_draw_setup();
	
	if ((obj!=NULL) && (weap!=NULL)) {
		crosshair_setup(tick,obj,weap);
		zoom_setup(tick,obj,weap);
	
			// draw the weapons in hand

		if (camera.mode==cv_fpp) draw_weapon_hand(tick,obj,weap);
	}

		// draw the remote names, halos, crosshairs, and zoom masks
	
	remote_draw_names_render();
	halo_draw_render();
	
	if ((obj!=NULL) && (weap!=NULL)) {
		crosshair_draw(obj,weap);
		zoom_draw(obj,weap);
	}
}
Пример #11
0
void racing_loop( scalar_t time_step )
{
    int width, height;
    player_data_t *plyr = get_player_data( local_player() );
    bool_t joy_left_turn = False;
    bool_t joy_right_turn = False;
    scalar_t joy_turn_fact = 0.0;
    bool_t joy_paddling = False;
    bool_t joy_braking = False;
    bool_t joy_tricks = False;
    bool_t joy_charging = False;
    bool_t airborne;
    vector_t dir;
    scalar_t speed;
    scalar_t terrain_weights[NumTerrains];
    int new_terrain = 0;
    int slide_volume;


    dir = plyr->vel;
    speed = normalize_vector(&dir);

    airborne = (bool_t) ( plyr->pos.y > ( find_y_coord(plyr->pos.x, 
						       plyr->pos.z) + 
					  JUMP_MAX_START_HEIGHT ) );

    width = getparam_x_resolution();
    height = getparam_y_resolution();

    check_gl_error();

    new_frame_for_fps_calc();

    update_audio();

    clear_rendering_context();

    setup_fog();


    /*
     * Joystick
     */
    if ( is_joystick_active() ) {
	scalar_t joy_x;
	scalar_t joy_y;

	update_joystick();

	joy_x = get_joystick_x_axis();
	joy_y = get_joystick_y_axis();

	if ( joy_x > 0.1 ) {
	    joy_right_turn = True;
	    joy_turn_fact = joy_x;
	} else if ( joy_x < -0.1 ) {
	    joy_left_turn = True;
	    joy_turn_fact = joy_x;
	}

	if ( getparam_joystick_brake_button() >= 0 ) {
	    joy_braking = 
		is_joystick_button_down( getparam_joystick_brake_button() );
	} 
	if ( !joy_braking ) {
	    joy_braking = (bool_t) ( joy_y > 0.5 );
	}

	if ( getparam_joystick_paddle_button() >= 0 ) {
	    joy_paddling = 
		is_joystick_button_down( getparam_joystick_paddle_button() );
	}
	if ( !joy_paddling ) {
	    joy_paddling = (bool_t) ( joy_y < -0.5 );
	}

	if ( getparam_joystick_jump_button() >= 0 ) {
	    joy_charging = 
		is_joystick_button_down( getparam_joystick_jump_button() );
	}

	if ( getparam_joystick_trick_button() >= 0 ) {
	    joy_tricks = 
		is_joystick_button_down( getparam_joystick_trick_button() );
	}
    }

    /* Update braking */
    plyr->control.is_braking = (bool_t) ( braking || joy_braking );

    if ( airborne ) {
	new_terrain = (1<<NumTerrains);

	/*
	 * Tricks
	 */
	if ( trick_modifier || joy_tricks ) {
	    if ( left_turn || joy_left_turn ) {
		plyr->control.barrel_roll_left = True;
	    }
	    if ( right_turn || joy_right_turn ) {
		plyr->control.barrel_roll_right = True;
	    }
	    if ( paddling || joy_paddling ) {
		plyr->control.front_flip = True;
	    }
	    if ( plyr->control.is_braking ) {
		plyr->control.back_flip = True;
	    }
	}


    } else {

	get_surface_type(plyr->pos.x, plyr->pos.z, terrain_weights);
	if (terrain_weights[Snow] > 0) {
	    new_terrain |= (1<<Snow);
	}
	if (terrain_weights[Rock] > 0) {
	    new_terrain |= (1<<Rock);
	} 
	if (terrain_weights[Ice] > 0) {
	    new_terrain |= (1<<Ice);
	}

    }

    /*
     * Jumping
     */
    calc_jump_amt( time_step );

    if ( ( charging || joy_charging ) && 
	 !plyr->control.jump_charging && !plyr->control.jumping ) 
    {
	plyr->control.jump_charging = True;
	charge_start_time = g_game.time;
    }

    if ( ( !charging && !joy_charging ) && plyr->control.jump_charging ) {
	plyr->control.jump_charging = False;
	plyr->control.begin_jump = True;
    }


    /* 
     * Turning 
     */
    if ( ( left_turn || joy_left_turn )  ^ (right_turn || joy_right_turn ) ) {
	bool_t turning_left = (bool_t) ( left_turn || joy_left_turn );

	if ( joy_left_turn || joy_right_turn ) {
	    plyr->control.turn_fact = joy_turn_fact;
	} else {
	    plyr->control.turn_fact = (turning_left?-1:1);
	}

	plyr->control.turn_animation += (turning_left?-1:1) *
	    0.15 * time_step / 0.05;
	plyr->control.turn_animation = 
	    min(1.0, max(-1.0, plyr->control.turn_animation));
    } else {
	plyr->control.turn_fact = 0;

	/* Decay turn animation */
	if ( time_step < ROLL_DECAY_TIME_CONSTANT ) {
	    plyr->control.turn_animation *= 
		1.0 - time_step/ROLL_DECAY_TIME_CONSTANT;
	} else {
	    plyr->control.turn_animation = 0.0;
	}
    }

    
    /*
     * Paddling
     */
    if ( ( paddling || joy_paddling ) && plyr->control.is_paddling == False ) {
	plyr->control.is_paddling = True;
	plyr->control.paddle_time = g_game.time;
    }

    /*
     * Play flying sound
     */
    if (new_terrain & (1<<NumTerrains)) {
	set_sound_volume("flying_sound", min(128, speed*2));
	if (!(last_terrain & (1<<NumTerrains))) {
	    play_sound( "flying_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<NumTerrains)) {
	    halt_sound( "flying_sound" );
	}
    }

    /*
     * Play sliding sound
     */
    slide_volume = min( (((pow(plyr->control.turn_fact, 2)*128)) +
			 (plyr->control.is_braking?128:0) +
			 (plyr->control.jumping?128:0) +
			 20) *
			(speed/10), 128 );
    if (new_terrain & (1<<Snow)) {
	set_sound_volume("snow_sound", slide_volume * terrain_weights[Snow]);
	if (!(last_terrain & (1<<Snow))) {
	    play_sound( "snow_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Snow)) {
	    halt_sound( "snow_sound" );
	}
    }
    if (new_terrain & (1<<Rock)) {
	set_sound_volume("rock_sound", 128*pow((speed/2), 2) * 
			 terrain_weights[Rock]);
	if (!(last_terrain & (1<<Rock))) {
	    play_sound( "rock_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Rock)) {
	    halt_sound( "rock_sound" );
	}
    }
    if (new_terrain & (1<<Ice)) {
	set_sound_volume("ice_sound", slide_volume * terrain_weights[Ice]);
	if (!(last_terrain & (1<<Ice))) {
	    play_sound( "ice_sound", -1 );
	}
    } else {
	if (last_terrain & (1<<Ice)) {
	    halt_sound( "ice_sound" );
	}
    }
    last_terrain = new_terrain; 


    /*
     * Tricks
     */
    if ( plyr->control.barrel_roll_left || plyr->control.barrel_roll_right ) {
	plyr->control.barrel_roll_factor += 
		( plyr->control.barrel_roll_left ? -1 : 1 ) * 0.15 * time_step / 0.05;
	if ( (plyr->control.barrel_roll_factor  > 1) ||
	     (plyr->control.barrel_roll_factor  < -1) ) {
	    plyr->control.barrel_roll_factor = 0;
	    plyr->control.barrel_roll_left = plyr->control.barrel_roll_right = False;
	}
    }
    if ( plyr->control.front_flip || plyr->control.back_flip ) {
	plyr->control.flip_factor += 
		( plyr->control.back_flip ? -1 : 1 ) * 0.15 * time_step / 0.05;
	if ( (plyr->control.flip_factor  > 1) ||
	     (plyr->control.flip_factor  < -1) ) {
	    plyr->control.flip_factor = 0;
	    plyr->control.front_flip = plyr->control.back_flip = False;
	}
    }

    update_player_pos( plyr, time_step );
	
    /* 
     * Track Marks
     */
    add_track_mark( plyr );


    update_view( plyr, time_step );

    setup_view_frustum( plyr, NEAR_CLIP_DIST, 
			getparam_forward_clip_distance() );

    draw_sky(plyr->view.pos);

    draw_fog_plane();

    set_course_clipping( True );
    set_course_eye_point( plyr->view.pos );
    setup_course_lighting();
    render_course();
    draw_trees();

    if ( getparam_draw_particles() ) {
	update_particles( time_step );
	draw_particles( plyr );
    }

    draw_tux();
    draw_tux_shadow();

    draw_hud( plyr );

    reshape( width, height );

    winsys_swap_buffers();

    g_game.time += time_step;
} 
Пример #12
0
void game_over_loop( scalar_t time_step )
{
    player_data_t *plyr = get_player_data( local_player() );
    int width, height;
    width = getparam_x_resolution();
    height = getparam_y_resolution();

    check_gl_error();

    /* Check joystick */
    if ( is_joystick_active() ) {
        update_joystick();

        if ( is_joystick_continue_button_down() )
        {
            set_game_mode( NEXT_MODE );
            winsys_post_redisplay();
            return;
        }
    }

    new_frame_for_fps_calc();

    update_audio();

    clear_rendering_context();

    setup_fog();

    update_player_pos( plyr, 0 );
    update_view( plyr, 0 );

    setup_view_frustum( plyr, NEAR_CLIP_DIST,
                        getparam_forward_clip_distance() );

    draw_sky(plyr->view.pos);

    draw_fog_plane();

    set_course_clipping( True );
    set_course_eye_point( plyr->view.pos );
    setup_course_lighting();
    render_course();
    draw_trees();

    if ( getparam_draw_particles() ) {
        draw_particles( plyr );
    }

    draw_tux();
    draw_tux_shadow();

    set_gl_options( GUI );

    ui_setup_display();

    draw_game_over_text();

#ifndef __APPLE__
    draw_hud( plyr );
#endif
    draw_hud_training(plyr);
    reshape( width, height );

    winsys_swap_buffers();
}