-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
/*---------------------------------------------------------------------------*/
static GLuint ball_list;
-static GLuint ball_text;
+static GLuint ball_text[2];
void ball_init(int b)
{
int j, stacks = b ? 16 : 8;
config_get_s(CONFIG_BALL, name, MAXSTR);
+ ball_text[0] = make_image_from_file(NULL, NULL, NULL, NULL, name);
- ball_text = make_image_from_file(NULL, NULL, NULL, NULL, name);
+ config_get_s(CONFIG_BALL_BONUS, name, MAXSTR);
+ ball_text[1] = make_image_from_file(NULL, NULL, NULL, NULL, name);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
ball_list = glGenLists(1);
-
+
glNewList(ball_list, GL_COMPILE);
{
for (i = 0; i < stacks; i++)
if (glIsList(ball_list))
glDeleteLists(ball_list, 1);
- if (glIsTexture(ball_text))
- glDeleteTextures(1, &ball_text);
+ if (glIsTexture(ball_text[0]))
+ glDeleteTextures(1, &ball_text[0]);
+
+ if (glIsTexture(ball_text[1]))
+ glDeleteTextures(1, &ball_text[1]);
- ball_list = 0;
- ball_text = 0;
+ ball_list = 0;
+ ball_text[0] = 0;
+ ball_text[1] = 0;
}
-void ball_draw(void)
+void ball_draw(int i)
{
glPushAttrib(GL_POLYGON_BIT |
GL_LIGHTING_BIT |
glEnable(GL_COLOR_MATERIAL);
- glBindTexture(GL_TEXTURE_2D, ball_text);
+ glBindTexture(GL_TEXTURE_2D, ball_text[i]);
/* Render the ball back to front in case it is translucent. */
int i, slices = b ? 32 : 16;
mark_list = glGenLists(1);
-
+
glNewList(mark_list, GL_COMPILE);
{
glBegin(GL_TRIANGLE_FAN);
void coin_init(int b)
{
- char name[MAXSTR];
int n = b ? 32 : 8;
- config_get_s(CONFIG_COIN, name, MAXSTR);
-
- coin_text = make_image_from_file(NULL, NULL, NULL, NULL, name);
+ coin_text = make_image_from_file(NULL, NULL, NULL, NULL, IMG_COIN);
coin_list = glGenLists(1);
glNewList(coin_list, GL_COMPILE);
{
float x = fcosf(2.f * PI * i / n);
float y = fsinf(2.f * PI * i / n);
-
+
glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
glVertex3f(x, 0.0f, y);
void jump_init(int b)
{
- int i, n = b ? 32 : 8;
+ int k, i, n = b ? 32 : 8;
- jump_list = glGenLists(1);
+ jump_list = glGenLists(2);
- glNewList(jump_list, GL_COMPILE);
+ for (k = 0; k < 12; k++)
{
- glPushAttrib(GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_DEPTH_BUFFER_BIT);
+ glNewList(jump_list + k, GL_COMPILE);
{
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
-
- glBegin(GL_QUAD_STRIP);
+ glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
{
- for (i = 0; i <= n; i++)
+ glEnable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(GL_FALSE);
+
+ glBegin(GL_QUAD_STRIP);
{
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
- glVertex3f(x, 0.0f, y);
+ for (i = 0; i <= n; i++)
+ {
+ float x = fcosf(2.f * PI * i / n);
+ float y = fsinf(2.f * PI * i / n);
- glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
- glVertex3f(x, JUMP_HEIGHT, y);
+ glColor4f(1.0f, 1.0f, 1.0f, (k == 0 ? 0.5f : 0.8f));
+ glVertex3f(x, 0.0f, y);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
+ glVertex3f(x, JUMP_HEIGHT, y);
+ }
}
+ glEnd();
}
- glEnd();
+ glPopAttrib();
}
- glPopAttrib();
+ glEndList();
}
- glEndList();
}
void jump_free(void)
jump_list = 0;
}
-void jump_draw(void)
+void jump_draw(int highlight)
{
- glCallList(jump_list);
+ glCallList(jump_list + highlight);
}
/*---------------------------------------------------------------------------*/
static GLuint swch_list;
+static GLfloat swch_colors[8][4] = {
+ {1.0f, 0.0f, 0.0f, 0.5f}, /* red out */
+ {1.0f, 0.0f, 0.0f, 0.0f},
+ {1.0f, 0.0f, 0.0f, 0.8f}, /* red in */
+ {1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f, 0.5f}, /* green out */
+ {0.0f, 1.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f, 0.8f}, /* green in */
+ {0.0f, 1.0f, 0.0f, 0.0f}};
+
void swch_init(int b)
{
- int i, n = b ? 32 : 8;
+ int k, i, n = b ? 32 : 8;
- swch_list = glGenLists(2);
+ swch_list = glGenLists(4);
- /* Create the ON display list. */
+ /* Create the display lists. */
- glNewList(swch_list, GL_COMPILE);
+ for (k = 0; k < 4; k++)
{
- glPushAttrib(GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_DEPTH_BUFFER_BIT);
+ glNewList(swch_list + k, GL_COMPILE);
{
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
-
- glBegin(GL_QUAD_STRIP);
+ glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
{
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
- glVertex3f(x, 0.0f, y);
-
- glColor4f(1.0f, 0.0f, 0.0f, 0.0f);
- glVertex3f(x, SWCH_HEIGHT, y);
- }
- }
- glEnd();
- }
- glPopAttrib();
- }
- glEndList();
-
- /* Create the OFF display list. */
-
- glNewList(swch_list + 1, GL_COMPILE);
- {
- glPushAttrib(GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
+ glEnable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(GL_FALSE);
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
+ glBegin(GL_QUAD_STRIP);
{
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4f(0.0f, 1.0f, 0.0f, 0.5f);
- glVertex3f(x, 0.0f, y);
+ for (i = 0; i <= n; i++)
+ {
+ float x = fcosf(2.f * PI * i / n);
+ float y = fsinf(2.f * PI * i / n);
- glColor4f(0.0f, 1.0f, 0.0f, 0.0f);
- glVertex3f(x, SWCH_HEIGHT, y);
+ glColor4fv(swch_colors[2 * k]);
+ glVertex3f(x, 0.0f, y);
+
+ glColor4fv(swch_colors[2 * k + 1]);
+ glVertex3f(x, SWCH_HEIGHT, y);
+ }
}
+ glEnd();
}
- glEnd();
+ glPopAttrib();
}
- glPopAttrib();
+ glEndList();
}
- glEndList();
}
void swch_free(void)
swch_list = 0;
}
-void swch_draw(int b)
+void swch_draw(int b, int e)
{
- if (b)
- glCallList(swch_list + 1);
- else
- glCallList(swch_list);
+ glCallList(swch_list + b * 2 + e);
}
/*---------------------------------------------------------------------------*/
{
float x = fcosf(2.f * PI * i / n) * 0.01f;
float y = fsinf(2.f * PI * i / n) * 0.01f;
-
+
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(x, 0.0f, y);
glVertex3f(x, GOAL_HEIGHT, y);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
-
+
glColor4f(0.0f, 0.0f, 0.0f, k);
glBegin(GL_QUADS);