📄 chess.c
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} glEnd(); }}GLfloat pion_data[] = { -0.04, 3.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.200, 2.000, 0.560, 1.900, 0.560, 1.800, 0.300, 1.800, 0.300, 1.800, 0.520, 1.030, 0.520, 1.030, 0.550, 1.030, 0.550, 1.030, 0.670, 0.670, 0.940, 0.450, 0.940, 0.300, 0.840, 0.300, 0.840, 0.150, 0.940, 0.150, 0.940, 0.000, 0.940, 0.000, 0.000, 0.000, 0.000, 0.000};void prepare_pion(void){ int i; GLfloat a, c, s; for (i=0;i<7;i++) { a = ((GLfloat) i)*M_PI/8; s = sin(a); c = cos(a); pion_data[2+i*2] = s*0.56; pion_data[3+i*2] = c*0.56+2.44; } pion_data[2+i*2] = pion_data[i*2]; pion_data[3+i*2] = pion_data[i*2+1];}void do_pion(void){ do_rotate(pion_data, sizeof(pion_data)/sizeof(GLfloat));}GLfloat toren_data[] = { -0.04, 3.000, 0.000, 3.000, 0.600, 3.000, 0.600, 3.000, 0.600, 3.200, 0.600, 3.200, 0.800, 3.200, 0.800, 3.200, 0.800, 3.200, 0.600, 2.700, 0.600, 2.700, 0.550, 2.700, 0.550, 2.700, 0.700, 1.200, 0.700, 1.200, 0.730, 1.200, 0.730, 1.200, 0.850, 0.850, 1.050, 0.500, 1.050, 0.500, 1.050, 0.300, 0.950, 0.350, 0.950, 0.150, 1.050, 0.150, 1.050, 0.000, 1.050, 0.000, 0.000, 0.000, 0.000, 0.000}; void do_toren(void){ int i; GLfloat a1, a2, c1, s1, c2, s2, h1, h2; do_rotate(toren_data, sizeof(toren_data)/sizeof(GLfloat)); h1 = buf[9]; h2 = buf[9] + buf[9] - buf[3]; for (i=0;i<ACC;i++) { if ((i*8/ACC)%2) { a1 = ((GLfloat) i)*M_PI*2/ACC; s1 = cos(a1); c1 = sin(a1); a2 = ((GLfloat) i+1)*M_PI*2/ACC; s2 = cos(a2); c2 = sin(a2); glBegin(GL_QUADS); glNormal3f(c1, 0.0, s1); glVertex3f(0.143*c1, h1, 0.143*s1); glVertex3f(0.143*c1, h2, 0.143*s1); glNormal3f(c2, 0.0, s2); glVertex3f(0.143*c2, h2, 0.143*s2); glVertex3f(0.143*c2, h1, 0.143*s2); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0, 1.0, 0.0); glVertex3f(0.143*c1, h2, 0.143*s1); glVertex3f(0.190*c1, h2, 0.190*s1); glVertex3f(0.190*c2, h2, 0.190*s2); glVertex3f(0.143*c2, h2, 0.143*s2); glEnd(); glBegin(GL_QUADS); glNormal3f(c1, 0.0, s1); glVertex3f(0.190*c1, h1, 0.190*s1); glVertex3f(0.190*c1, h2, 0.190*s1); glNormal3f(c2, 0.0, s2); glVertex3f(0.190*c2, h2, 0.190*s2); glVertex3f(0.190*c2, h1, 0.190*s2); glEnd(); } } for (i=0;i<ACC;i++) { if (!((i*8) % ACC)) { a1 = ((GLfloat) i)*M_PI*2/ACC; s1 = cos(a1); c1 = sin(a1); glBegin(GL_QUADS); glNormal3f(s1, 0.0, -c1); glVertex3f(c1*0.143, h1, s1*0.143); glVertex3f(c1*0.190, h1, s1*0.190); glVertex3f(c1*0.190, h2, s1*0.190); glVertex3f(c1*0.143, h2, s1*0.143); glEnd(); } }}GLfloat paard_data[] = { -0.04, 1.950, 0.200, 1.950, 0.200, 1.950, 0.200, 1.550, 0.200, 1.550, 0.650, 1.550, 0.650, 1.550, 0.700, 1.400, 0.700, 1.100, 0.850, 0.850, 1.050, 0.500, 1.050, 0.500, 1.050, 0.300, 0.950, 0.350, 0.950, 0.150, 1.050, 0.150, 1.050, 0.000, 1.050, 0.000, 0.000, 0.000, 0.000, 0.000};GLfloat paard_data2[] = { 0.000, 1.600, 0.500, 1.600, 0.500, 1.600, 0.800, 2.800, 0.870, 3.000, 0.550, 3.500, 0.000, 4.000, -0.30, 4.300, -0.30, 4.300, -0.50, 3.850, -0.50, 3.850, -0.85, 3.500, -0.85, 3.500, -0.85, 3.200, -0.85, 3.200, -0.20, 3.000, -0.20, 3.000, -0.45, 2.500, -0.80, 2.350, -0.80, 2.350, -0.65, 1.600, 0.000, 1.600};void do_paard(void){ do_rotate(paard_data, sizeof(paard_data)/sizeof(GLfloat)); do_solid(paard_data2, sizeof(paard_data2)/sizeof(GLfloat), 0.08);} GLfloat loper_data[] = { -0.20, 4.700, 0.000, 4.600, 0.250, 4.450, 0.150, 4.350, 0.150, 4.350, 0.500, 3.900, 0.640, 3.500, 0.450, 3.100, 0.450, 3.100, 0.580, 3.050, 0.450, 3.000, 0.450, 3.000, 0.450, 2.700, 0.450, 2.700, 0.560, 2.650, 0.520, 2.600, 0.520, 2.600, 0.700, 2.500, 0.740, 2.450, 0.700, 2.400, 0.300, 2.300, 0.300, 2.300, 0.500, 1.150, 0.500, 1.150, 0.550, 1.150, 0.550, 1.150, 0.850, 0.850, 1.050, 0.500, 1.050, 0.500, 1.050, 0.300, 0.950, 0.350, 0.950, 0.150, 1.050, 0.150, 1.050, 0.000, 1.050, 0.000, 0.000, 0.000, 0.000, 0.000};void do_loper(void){ do_rotate(loper_data, sizeof(loper_data)/sizeof(GLfloat));}GLfloat koning_data[] = { -0.20, 5.600, 0.000, 5.600, 0.300, 5.600, 0.550, 5.400, 0.850, 5.400, 0.554, 4.350, 0.554, 4.350, 0.650, 4.250, 0.550, 4.150, 0.550, 4.150, 0.550, 3.900, 0.551, 3.900, 0.750, 3.650, 0.750, 3.651, 0.751, 3.651, 0.920, 3.550, 0.500, 3.450, 0.500, 3.450, 0.500, 3.400, 0.650, 1.600, 0.700, 1.600, 0.750, 1.600, 1.150, 0.850, 1.200, 0.800, 1.200, 0.500, 1.200, 0.500, 1.100, 0.400, 1.200, 0.300, 1.200, 0.300, 1.200, 0.000, 1.200, 0.000, 0.000, 0.000, 0.000, 0.000};GLfloat koning_data2[] = { 0.000, 5.400, 0.200, 5.400, 0.200, 5.400, 0.200, 7.000, 0.200, 7.000, -0.20, 7.000, -0.20, 7.000, -0.20, 5.400, -0.20, 5.400, 0.000, 5.400,};GLfloat koning_data3[] = { 0.000, 6.100, 0.700, 6.100, 0.700, 6.100, 0.700, 6.500, 0.700, 6.500, -0.70, 6.500, -0.70, 6.500, -0.70, 6.100, -0.70, 6.100, 0.000, 6.100};void prepare_koning(void){/* * I used much data from the dame for the koning, but the koning it a little * bit bigger, so.... */ int i; for (i=0;i<sizeof(koning_data)/sizeof(GLfloat);i+=2) { koning_data[i] = koning_data[i] * 0.95; koning_data[i+1] = koning_data[i+1] * 1.05; } for (i=0;i<sizeof(koning_data2)/sizeof(GLfloat);i++) koning_data2[i] = koning_data2[i] * 1.05; for (i=0;i<sizeof(koning_data3)/sizeof(GLfloat);i++) koning_data3[i] = koning_data3[i] * 1.05;}void do_koning(void){ do_rotate(koning_data, sizeof(koning_data)/sizeof(GLfloat)); glRotatef(90.0, 0.0, 1.0, 0.0); do_solid(koning_data2, sizeof(koning_data2)/sizeof(GLfloat), 0.05); do_solid(koning_data3, sizeof(koning_data3)/sizeof(GLfloat), 0.05);}GLfloat dame_data[] = { -0.20, 6.000, 0.000, 6.000, 0.300, 5.850, 0.200, 5.700, 0.300, 5.600, 0.301, 5.600, 0.550, 5.400, 0.550, 5.400, 0.850, 5.400, 0.800, 5.400, 0.800, 5.000, 0.800, 5.000, 0.650, 4.750, 0.554, 4.350, 0.554, 4.350, 0.650, 4.250, 0.550, 4.150, 0.550, 4.150, 0.550, 3.900, 0.551, 3.900, 0.750, 3.650, 0.750, 3.651, 0.751, 3.651, 0.920, 3.550, 0.500, 3.450, 0.500, 3.400, 0.650, 1.600, 0.700, 1.600, 0.750, 1.600, 1.150, 0.850, 1.200, 0.800, 1.200, 0.500, 1.200, 0.500, 1.100, 0.400, 1.200, 0.300, 1.200, 0.300, 1.200, 0.000, 1.200, 0.000, 0.000, 0.000, 0.000, 0.000};void do_dame(void){ do_rotate(dame_data, sizeof(dame_data)/sizeof(GLfloat));}void init_lists(void){ int i,j; printf("Generating textures.\n"); init_textures(); for (i=0;i<17;i++) transl[i+12] = transl[44-i] = sin(((GLfloat) i)*M_PI/32)/1.5; for (i=0;i<17;i++) list[i+8] = list[40-i] = i*8; for (i=0;i<8;i++) list[40+i] = list[7-i] = i*8; printf("Generating display lists.\n"); prepare_pion(); prepare_koning(); for (i=0;i<=16;i++) { phase = ((GLfloat) i) * M_PI/16.0; glNewList(PION + 8*i, GL_COMPILE); width[PION+8*i] = bwidth; height[PION+8*i] = bheight; do_pion(); glEndList(); glNewList(TOREN + 8*i, GL_COMPILE); do_toren(); width[TOREN+8*i] = bwidth; height[TOREN+8*i] = bheight; glEndList(); glNewList(PAARD + 8*i, GL_COMPILE); do_paard(); width[PAARD+8*i] = bwidth; height[PAARD+8*i] = bheight; glEndList(); glNewList(LOPER + 8*i, GL_COMPILE); do_loper(); width[LOPER+8*i] = bwidth; height[LOPER+8*i] = bheight; glEndList(); glNewList(KONING + 8*i, GL_COMPILE); do_koning(); width[KONING+8*i] = bwidth; height[KONING+8*i] = bheight; glEndList(); glNewList(DAME + 8*i, GL_COMPILE); do_dame(); width[DAME+8*i] = bwidth; height[DAME+8*i] = bheight; glEndList(); } for (i=0;i<10;i++) for (j=0;j<10;j++) { board[i][j] = 0; cycle[i][j] = -1; } for (i=1;i<9;i++) { board[i][2] = PION + WIT; board[i][7] = PION + ZWART; } board[1][1] = board[8][1] = TOREN + WIT; board[2][1] = board[7][1] = PAARD + WIT; board[3][1] = board[6][1] = LOPER + WIT; board[4][1] = DAME + WIT; board[5][1] = KONING + WIT; board[1][8] = board[8][8] = TOREN + ZWART; board[2][8] = board[7][8] = PAARD + ZWART; board[3][8] = board[6][8] = LOPER + ZWART; board[4][8] = DAME + ZWART; board[5][8] = KONING + ZWART; read_move();}extern int speed;void do_piece(int pc, GLfloat x, GLfloat y, int *st, int *cl, int color){ GLfloat a, s; if (*cl >= 0) (*cl)++; if (*cl < 0 && ((rand()%300) < 4) && chaos) { chaosPieces++; *cl = 0; *st = rand() % 6; } if (*cl >= 48) { chaosPieces--; if (chaosPieces == 0 && !chaos) { if (!animating && (speed == 0)) glutIdleFunc(NULL); } *cl = -1; } if (*cl < 0) { glPushMatrix(); glTranslatef(x - 1.0, ((x==CX2 && y==CY2)?CZ2:0.0), 8.0 - y); if (color == ZWART && pc == PAARD) glRotatef(180.0, 0.0, 1.0, 0.0); glScalef(1.2, 1.2, 1.2); glCallList(pc+list[0]); glPopMatrix(); return; } glPushMatrix(); switch (*st) { case 0: glTranslatef(x - 1.0, transl[(*cl)>=0?*cl:0] + ((x==CX2 && y==CY2)?CZ2:0.0), 8.0 - y); if (color == ZWART && pc == PAARD) glRotatef(180.0, 0.0, 1.0, 0.0); glScalef(1.2, 1.2, 1.2); glCallList(list[(*cl)>=0?*cl:0]+pc); break; case 1: case 2: glTranslatef(x - 1.0, transl[(*cl)>=0?*cl:0] + ((x==CX2 && y==CY2)?CZ2:0.0), 8.0 - y); if (color == ZWART && pc == PAARD) glRotatef(180.0, 0.0, 1.0, 0.0); if ((*cl > 16) && (*cl < 32)) { glTranslatef(0.0, height[list[*cl]+pc]/2, 0.0); if (*st == 1) glRotatef(((*cl)-16) * 22.5, 1.0, 0.0, 0.0); else glRotatef(-((*cl)-16) * 22.5, 1.0, 0.0, 0.0); glTranslatef(0.0, -height[list[*cl]+pc]/2, 0.0); } glScalef(1.2, 1.2, 1.2); glCallList(list[*cl]+pc); break; case 3: glTranslatef(x - 1.0, ((x==CX2 && y==CY2)?CZ2:0.0), 8.0 - y); if (color == ZWART && pc == PAARD) glRotatef(180.0, 0.0, 1.0, 0.0); a = ((GLfloat) (*cl)) * M_PI / 12; s = sin(a); glRotatef(15*s, 0.0, 0.0, 1.0); glTranslatef(0.0, width[list[0]+pc]*s*s, 0.0); glScalef(1.2, 1.2, 1.2); glCallList(list[0] + pc); break; default: glTranslatef(x - 1.0, ((x==CX2 && y==CY2)?CZ2:0.0), 8.0 - y); if (color == ZWART && pc == PAARD) glRotatef(180.0, 0.0, 1.0, 0.0); a = ((GLfloat) (*cl)) * M_PI / 12; s = sin(a); glRotatef(15*s, 0.0, 0.0, 1.0); glRotatef((*cl) * 30, 0.0, 1.0, 0.0); glTranslatef(0.0, width[list[0]+pc]*s*s, 0.0); glScalef(1.2, 1.2, 1.2); glCallList(list[0]+pc); break; } glPopMatrix();}void do_pieces(void){ int i,j; copper_texture(); for (i=0;i<10;i++) { for (j=0;j<10;j++) { if (board[i][j]&16 || !(board[i][j]&15)) continue; do_piece(board[i][j]&15, i, j, &stunt[i][j], &cycle[i][j], WIT); } } if ((piece&16) == WIT && piece > 0) { glPushMatrix(); glTranslatef(0.0, 0.2, 0.0); do_piece(piece&15, CX1, CY1, &stuntm, &cyclem, WIT); glPopMatrix(); } if ((piece2&16) == WIT && piece2 > 0) do_piece(piece2&15, CX2, CY1, &stunt2, &cycle2, WIT); dark_texture(); for (i=0;i<10;i++) { for (j=0;j<10;j++) { if (!(board[i][j]&16) || !board[i][j]) continue; do_piece(board[i][j]&15, i, j, &stunt[i][j], &cycle[i][j], ZWART); } } if ((piece&16) == ZWART && piece > 0) { glPushMatrix(); glTranslatef(0.0, 0.2, 0.0); do_piece(piece&15, CX1, CY1, &stuntm, &cyclem, ZWART); glPopMatrix(); } if ((piece2&16) == ZWART && piece2 > 0) do_piece(piece2&15, CX2, CY2, &stunt2, &cycle2, ZWART);}void do_display(void){ glDisable(GL_DEPTH_TEST); /* glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); */ if (reflection) { glEnable(GL_STENCIL_TEST); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1, 0xffffffff); } do_vlakje(); glEnable(GL_DEPTH_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if (reflection) { glStencilFunc(GL_EQUAL, 1, 0xffffffff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glPushMatrix(); glScalef(1.0, -1.0, 1.0); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); glClipPlane(GL_CLIP_PLANE1, ClipPlane); glEnable(GL_CLIP_PLANE1); do_pieces(); glPopMatrix(); glDisable(GL_CLIP_PLANE1); glDisable(GL_STENCIL_TEST); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); }/* * Also without texturing I want to blend, to keep the contrast of the board * consistent. */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); do_board(); glDisable(GL_BLEND); do_border(); glClipPlane(GL_CLIP_PLANE1, ClipPlane); glEnable(GL_CLIP_PLANE1); do_pieces(); glDisable(GL_CLIP_PLANE1);}
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