X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fendgame.c;h=0aecae2da402d21e5d3c37ea3fe4b0c2a9f935f7;hb=6afd6db0ae9396cd7ff897ade597cd5483f49b0e;hp=819ef5c1b222457d66073659ff80cc84c476c2e6;hpb=c1b9b55ad8d59dc05ef55e316aebf5863e7dfa56;p=xscreensaver diff --git a/hacks/glx/endgame.c b/hacks/glx/endgame.c index 819ef5c1..0aecae2d 100644 --- a/hacks/glx/endgame.c +++ b/hacks/glx/endgame.c @@ -204,35 +204,16 @@ ENTRYPOINT Bool chess_handle_event (ModeInfo *mi, XEvent *event) { Chesscreen *cs = &qs[MI_SCREEN(mi)]; - if(event->xany.type == ButtonPress && event->xbutton.button == Button1) { - cs->button_down_p = True; - gltrackball_start (cs->trackball, - event->xbutton.x, event->xbutton.y, - MI_WIDTH (mi), MI_HEIGHT (mi)); + if (gltrackball_event_handler (event, cs->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &cs->button_down_p)) return True; - } - else if(event->xany.type == ButtonRelease - && event->xbutton.button == Button1) { - cs->button_down_p = False; - return True; - } - else if (event->xany.type == ButtonPress && - (event->xbutton.button == Button4 || - event->xbutton.button == Button5 || - event->xbutton.button == Button6 || - event->xbutton.button == Button7)) + else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) { - gltrackball_mousewheel (cs->trackball, event->xbutton.button, 5, - !event->xbutton.state); + cs->done = 1; return True; } - else if(event->xany.type == MotionNotify && cs->button_down_p) { - gltrackball_track (cs->trackball, - event->xmotion.x, event->xmotion.y, - MI_WIDTH (mi), MI_HEIGHT (mi)); - return True; - } - + return False; } @@ -309,6 +290,8 @@ static void drawMovingPiece(ModeInfo *mi, Chesscreen *cs, int shadow) { int piece = cs->mpiece % PIECES; + if (piece == NONE) return; + glPushMatrix(); if(shadow) glColor4fv(MaterialShadow); @@ -331,33 +314,42 @@ static void drawMovingPiece(ModeInfo *mi, Chesscreen *cs, int shadow) cs->mpiece = cs->mpiece == PAWN ? QUEEN : BQUEEN; } else if(cs->mpiece % PIECES == KNIGHT) { - GLfloat shine[1]; - GLfloat spec[4]; - GLfloat mult; - glTranslatef(cs->steps < 50 ? cs->from[1] : cs->to[1], 0.0, - cs->steps < 50 ? cs->from[0] : cs->to[0]); - - mult = cs->steps < 10 - ? (1.0 - cs->steps / 10.0) : 100 - cs->steps < 10 - ? (1.0 - (100 - cs->steps) / 10.0) : 0.0; - - shine[0] = mult*shininess[0]; - spec[0] = mult*specular[0]; - spec[1] = mult*specular[1]; - spec[2] = mult*specular[2]; - spec[3] = 1.0; - glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine); - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); + /* If there is nothing in the path of a knight, move it by sliding, + just like the other pieces. But if there are any pieces on the + middle two squares in its path, the knight would intersect them, + so in that case, move it in an airborne arc. */ + GLfloat y; + int i, j; + Bool blocked_p = False; + int fromx = MIN(cs->from[1], cs->to[1]); + int fromy = MIN(cs->from[0], cs->to[0]); + int tox = MAX(cs->from[1], cs->to[1]); + int toy = MAX(cs->from[0], cs->to[0]); + if (fromx == tox-2) fromx = tox = fromx+1; + if (fromy == toy-2) fromy = toy = fromy+1; + for (i = fromy; i <= toy; i++) { + for (j = fromx; j <= tox; j++) { + if (cs->game.board[i][j]) { + blocked_p = True; + break; + } + } + } - glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->mpiece/7][0], - shadow ? MaterialShadow[1] : cs->colors[cs->mpiece/7][1], - shadow ? MaterialShadow[2] : cs->colors[cs->mpiece/7][2], - fabs(49-cs->steps)/49.0); + if (!blocked_p) + goto SLIDE; - glScalef(fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0); - } - else + /* Move by hopping. */ + y = 1.5 * sin (M_PI * cs->steps / 100.0); + glTranslatef(cs->from[1]+cs->steps*cs->dx, y, + cs->from[0]+cs->steps*cs->dz); + + } else { + SLIDE: + /* Move by sliding. */ glTranslatef(cs->from[1]+cs->steps*cs->dx, 0.0, cs->from[0]+cs->steps*cs->dz); + } + if(!cs->wire) glEnable(GL_BLEND); @@ -432,15 +424,87 @@ static void drawBoard(ModeInfo *mi, Chesscreen *cs) mi->polygon_count++; } - - /* chop underneath board */ -/* glColor3f(0, 0, 0); */ -/* glNormal3f(0, -1, 0); */ -/* glVertex3f(0, 0, BOARDSIZE); */ -/* glVertex3f(0, 0, 0); */ -/* glVertex3f(BOARDSIZE, 0, 0); */ -/* glVertex3f(BOARDSIZE, 0, BOARDSIZE); */ glEnd(); + + { + GLfloat off = 0.01; + GLfloat w = BOARDSIZE; + GLfloat h = 0.1; + + /* Give the board a slight lip. */ + /* #### oops, normals are wrong here, but you can't tell */ + + glColor3f(0.3, 0.3, 0.3); + glBegin (GL_QUADS); + glVertex3f (0, 0, 0); + glVertex3f (0, -h, 0); + glVertex3f (0, -h, w); + glVertex3f (0, 0, w); + + glVertex3f (0, 0, w); + glVertex3f (0, -h, w); + glVertex3f (w, -h, w); + glVertex3f (w, 0, w); + + glVertex3f (w, 0, w); + glVertex3f (w, -h, w); + glVertex3f (w, -h, 0); + glVertex3f (w, 0, 0); + + glVertex3f (w, 0, 0); + glVertex3f (w, -h, 0); + glVertex3f (0, -h, 0); + glVertex3f (0, 0, 0); + + glVertex3f (0, -h, 0); + glVertex3f (w, -h, 0); + glVertex3f (w, -h, w); + glVertex3f (0, -h, w); + glEnd(); + mi->polygon_count += 4; + + /* Fill in the underside of the board with an invisible black box + to hide the reflections that are not on tiles. Probably there's + a way to do this with stencils instead. + */ + w -= off*2; + h = 5; + + glPushMatrix(); + glTranslatef (off, 0, off); + glDisable(GL_LIGHTING); + glColor3f(0,0,0); + glBegin (GL_QUADS); + glVertex3f (0, 0, 0); + glVertex3f (0, -h, 0); + glVertex3f (0, -h, w); + glVertex3f (0, 0, w); + + glVertex3f (0, 0, w); + glVertex3f (0, -h, w); + glVertex3f (w, -h, w); + glVertex3f (w, 0, w); + + glVertex3f (w, 0, w); + glVertex3f (w, -h, w); + glVertex3f (w, -h, 0); + glVertex3f (w, 0, 0); + + glVertex3f (w, 0, 0); + glVertex3f (w, -h, 0); + glVertex3f (0, -h, 0); + glVertex3f (0, 0, 0); + + glVertex3f (0, -h, 0); + glVertex3f (w, -h, 0); + glVertex3f (w, -h, w); + glVertex3f (0, -h, w); + glEnd(); + mi->polygon_count += 4; + glPopMatrix(); + if (!cs->wire) + glEnable(GL_LIGHTING); + } } static void draw_pieces(ModeInfo *mi, Chesscreen *cs, int wire) @@ -632,12 +696,15 @@ static void display(ModeInfo *mi, Chesscreen *cs) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); + glRotatef(current_device_rotation(), 0, 0, 1); /** setup perspectiv */ glTranslatef(0.0, 0.0, -1.5*BOARDSIZE); glRotatef(30.0, 1.0, 0.0, 0.0); gltrackball_rotate (cs->trackball); - glRotatef(cs->theta*100, 0.0, 1.0, 0.0); + + if (rotate) + glRotatef(cs->theta*100, 0.0, 1.0, 0.0); glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE); /* cs->position[0] = 4.0 + 1.0*-sin(cs->theta*100*M_PI/180.0); */ @@ -739,7 +806,7 @@ ENTRYPOINT void init_chess(ModeInfo *mi) cs = &qs[screen]; cs->window = MI_WINDOW(mi); cs->wire = MI_IS_WIREFRAME(mi); - cs->trackball = gltrackball_init (); + cs->trackball = gltrackball_init (False); cs->oldwhite = -1; @@ -784,8 +851,6 @@ ENTRYPOINT void init_chess(ModeInfo *mi) else MI_CLEARWINDOW(mi); - glClearColor(0.0, 0.0, 0.0, 0.0); - if (!cs->wire) { glDepthFunc(GL_LEQUAL); glClearStencil(0); @@ -795,7 +860,11 @@ ENTRYPOINT void init_chess(ModeInfo *mi) make_piece_texture(cs); make_board_texture(cs); } - gen_model_lists( classic, cs->poly_counts); + chessmodels_gen_lists( classic, cs->poly_counts); + +# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */ + cs->wire = 0; +# endif if(!cs->wire) { setup_lights(cs);