mirror of https://github.com/skeeto/pixelcity.git
Added versioning info. Also some scattershot code cleanup.
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361a716db6
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@ -143,7 +143,7 @@ void CBuilding::RenderFlat (bool colored)
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if (colored)
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glColor3fv (&_color.red);
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_mesh_flat->Render ();
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//_mesh_flat->Render ();
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}
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@ -343,6 +343,7 @@ static void do_effects (int type)
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radius = render_width / 16;
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do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ());
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RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f);
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RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION);
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}
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glPopMatrix ();
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glMatrixMode (GL_PROJECTION);
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1
Render.h
1
Render.h
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@ -15,6 +15,7 @@ bool RenderWireframe ();
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void RenderWireframeToggle ();
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void RenderHelpToggle ();
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void RenderPrint (int x, int y, int font, GLrgba color, const char *fmt, ...);
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void RenderPrint (int line, const char *fmt, ...);
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2
Win.cpp
2
Win.cpp
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@ -389,7 +389,7 @@ void AppQuit ()
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void AppInit (void)
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{
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RandomInit (1);
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RandomInit (time (NULL));
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CameraInit ();
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RenderInit ();
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TextureInit ();
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@ -212,7 +212,6 @@ static void build_road (int x1, int y1, int width, int depth)
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claim (x1 + sidewalk, y1, lanes, depth, CLAIM_ROAD | MAP_ROAD_SOUTH);
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claim (x1 + sidewalk + lanes + divider, y1, lanes, depth, CLAIM_ROAD | MAP_ROAD_NORTH);
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}
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//new CStreet (x1, y1, width, depth);
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}
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@ -401,6 +400,7 @@ static void do_reset (void)
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GLrgba building_color;
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float west_street, north_street, east_street, south_street;
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//Re-init Random to make the same city each time. Good for debugging.
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//RandomInit (6);
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reset_needed = false;
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broadway_done = false;
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@ -74,12 +74,6 @@
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#define EulOrdXYZr EulOrd(Z,EulParOdd,EulRepNo,EulFrmR)
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#define EulOrdZYZr EulOrd(Z,EulParOdd,EulRepYes,EulFrmR)
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//EulerAngles Eul_(float ai, float aj, float ah, int order);
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//Quat Eul_ToQuat(EulerAngles ea);
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//void Eul_ToHMatrix(EulerAngles ea, HMatrix M);
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//EulerAngles Eul_FromHMatrix(HMatrix M, int order);
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//EulerAngles Eul_FromQuat(Quat q, int order);
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#include <math.h>
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#include <float.h>
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@ -29,7 +29,6 @@ GLvector glVectorReflect (GLvector3 ray, GLvector3 normal)
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float dot;
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dot = glVectorDotProduct (ray, normal);
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//return glVectorSubtract (ray, glVectorScale (normal, 2.0f * dot));
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return ray - (normal * (2.0f * dot));
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}
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