2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Audio/openal_wrapper.hpp"
24 #include "Level/Awards.hpp"
25 #include "Level/Dialog.hpp"
26 #include "Level/Hotspot.hpp"
27 #include "Menu/Menu.hpp"
28 #include "Utils/Input.hpp"
31 extern int environment;
32 extern float texscale;
34 extern Terrain terrain;
35 extern float multiplier;
36 extern float viewdistance;
37 extern float fadestart;
38 extern float screenwidth, screenheight;
39 extern int kTextureSize;
40 extern FRUSTUM frustum;
42 extern Objects objects;
44 extern float usermousesensitivity;
45 extern float camerashake;
47 extern float slomodelay;
48 extern bool ismotionblur;
50 extern float blackout;
51 extern bool damageeffects;
53 extern bool texttoggle;
54 extern float blurness;
55 extern float targetblurness;
56 extern float playerdist;
57 extern bool cellophane;
59 extern float flashamount, flashr, flashg, flashb;
60 extern int flashdelay;
62 extern float motionbluramount;
64 extern bool alwaysblur;
65 extern bool velocityblur;
68 extern int bloodtoggle;
69 extern int difficulty;
71 extern float texdetail;
72 extern bool musictoggle;
73 extern int tutoriallevel;
74 extern float smoketex;
75 extern float tutorialstagetime;
76 extern float tutorialmaxtime;
77 extern int tutorialstage;
78 extern bool againbonus;
79 extern float damagedealt;
80 extern bool invertmouse;
83 extern bool winfreeze;
85 extern bool gamestart;
87 extern bool gamestarted;
89 extern bool showdamagebar;
94 int numboundaries = 0;
101 normalmode, motionblurmode, radialzoommode,
102 realmotionblurmode, doublevisionmode, glowmode,
105 void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
110 flashamount = amount;
116 /*********************> DrawGLScene() <*****/
117 int Game::DrawGLScene(StereoSide side)
119 static float texcoordwidth, texcoordheight;
120 static float texviewwidth, texviewheight;
122 static XYZ checkpoint;
123 static float tempmult;
128 static int drawmode = 0;
130 if ( stereomode == stereoAnaglyph ) {
133 glColorMask( 0.0, 1.0, 1.0, 1.0 );
136 glColorMask( 1.0, 0.0, 0.0, 1.0 );
142 glColorMask( 1.0, 1.0, 1.0, 1.0 );
144 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
145 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
149 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
150 tempmult = multiplier;
156 numboundaries = mapradius * 2;
157 if (numboundaries > 360)
159 for (int i = 0; i < numboundaries; i++) {
162 boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
171 int olddrawmode = drawmode;
172 if (ismotionblur && !loading) {
173 if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
174 drawmode = motionblurmode;
175 motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
178 if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
179 drawmode = doublevisionmode;
184 if (slomo && !loading) {
186 drawmode = motionblurmode;
187 motionbluramount = .2;
188 slomodelay -= multiplier;
194 if ((!changed && !slomo) || loading) {
195 drawmode = normalmode;
196 if (ismotionblur && (/*fps>100||*/alwaysblur)) {
197 if (olddrawmode != realmotionblurmode)
201 drawmode = realmotionblurmode;
202 } else if (olddrawmode == realmotionblurmode)
208 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
209 drawmode = normalmode;
210 if ((freeze || winfreeze) && ismotionblur && !mainmenu)
211 drawmode = radialzoommode;
213 if (winfreeze || mainmenu)
214 drawmode = normalmode;
217 drawtoggle = 1 - drawtoggle;
219 if (!texcoordwidth) {
220 texviewwidth = kTextureSize;
221 if (texviewwidth > screenwidth)
222 texviewwidth = screenwidth;
223 texviewheight = kTextureSize;
224 if (texviewheight > screenheight)
225 texviewheight = screenheight;
227 texcoordwidth = screenwidth / kTextureSize;
228 texcoordheight = screenheight / kTextureSize;
229 if (texcoordwidth > 1)
231 if (texcoordheight > 1)
235 glDrawBuffer(GL_BACK);
236 glReadBuffer(GL_BACK);
238 static XYZ terrainlight;
239 static float distance;
240 if (drawmode == normalmode)
241 Game::ReSizeGLScene(90, .1f);
242 if (drawmode != normalmode)
243 glViewport(0, 0, texviewwidth, texviewheight);
244 glDepthFunc(GL_LEQUAL);
246 glAlphaFunc(GL_GREATER, 0.0001f);
247 glEnable(GL_ALPHA_TEST);
248 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
249 glClear(GL_DEPTH_BUFFER_BIT);
251 glMatrixMode (GL_MODELVIEW);
252 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
255 // Move the camera for the current eye's point of view.
256 // Reverse the movement if we're reversing stereo
257 glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
260 if (!cameramode && !freeze && !winfreeze) {
262 glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
264 glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
265 glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
267 if (cameramode || freeze || winfreeze) {
268 glRotatef(pitch, 1, 0, 0);
269 glRotatef(yaw, 0, 1, 0);
272 if (environment == desertenvironment) {
273 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
274 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
276 SetUpLight(&light, 0);
279 //heat blur effect in desert
280 if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
281 blurness = targetblurness;
282 targetblurness = (float)(abs(Random() % 100)) / 40;
284 if (blurness < targetblurness)
285 blurness += multiplier * 5;
287 blurness -= multiplier * 5;
289 if (environment == desertenvironment && detail == 2)
290 glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
291 if (environment == desertenvironment) {
292 glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
293 glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
296 glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
298 glTranslatef(-viewer.x, -viewer.y, -viewer.z);
299 frustum.GetFrustum();
301 //make shadow decals on terrain and objects
303 static float size, opacity, rotation;
305 for (unsigned k = 0; k < Person::players.size(); k++) {
306 if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
307 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
308 for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
309 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
310 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
312 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
313 if (k != 0 && tutoriallevel == 1) {
314 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
316 terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
317 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
318 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
319 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
320 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
323 if (k != 0 && tutoriallevel == 1) {
324 opacity = .2 + .2 * sin(smoketex * 6 + i);
326 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
331 if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
332 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
333 for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
334 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
335 if (Person::players[k]->skeleton.free)
336 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
338 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
340 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
341 if (k != 0 && tutoriallevel == 1) {
342 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
344 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
345 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
346 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
347 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
348 if (Person::players[k]->skeleton.free)
349 point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
351 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
354 if (k != 0 && tutoriallevel == 1) {
355 opacity = .2 + .2 * sin(smoketex * 6 + i);
357 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
363 if (!Person::players[k]->playerdetail)
364 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
365 point = Person::players[k]->coords;
367 opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
368 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
369 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
370 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
371 point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
374 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
380 glEnable(GL_TEXTURE_2D);
382 glEnable(GL_DEPTH_TEST);
383 glEnable(GL_CULL_FACE);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
387 terraintexture.bind();
389 terraintexture2.bind();
392 terrain.drawdecals();
395 glEnable(GL_CULL_FACE);
396 glEnable(GL_LIGHTING);
398 glEnable(GL_TEXTURE_2D);
401 glEnable(GL_COLOR_MATERIAL);
404 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
405 glEnable(GL_CULL_FACE);
406 glCullFace(GL_FRONT);
408 for (unsigned k = 0; k < Person::players.size(); k++) {
409 if (k == 0 || tutoriallevel != 1) {
411 glEnable(GL_LIGHTING);
412 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
413 distance = distsq(&viewer, &Person::players[k]->coords);
414 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
415 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
418 if (distance >= .5) {
419 checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
422 if (Person::players[k]->occluded != 0)
423 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
425 i = checkcollide(viewer, checkpoint);
427 Person::players[k]->occluded += 1;
428 Person::players[k]->lastoccluded = i;
430 Person::players[k]->occluded = 0;
432 if (Person::players[k]->occluded < 25)
433 Person::players[k]->DrawSkeleton();
439 if (!cameramode && musictype == stream_fighttheme)
440 playerdist = distsqflat(&Person::players[0]->coords, &viewer);
445 glEnable(GL_TEXTURE_2D);
451 if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) {
452 glAlphaFunc(GL_GREATER, 0.0001f);
454 glDisable(GL_CULL_FACE);
455 glDisable(GL_LIGHTING);
457 glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
458 glRotatef(hawkyaw, 0, 1, 0);
459 glTranslatef(25, 0, 0);
460 distance = distsq(&viewer, &realhawkcoords) * 1.2;
461 glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
462 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
463 glColor4f(light.color[0], light.color[1], light.color[2], 1);
464 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
465 hawk.drawdifftex(hawktexture);
469 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
470 glEnable(GL_CULL_FACE);
471 glCullFace(GL_FRONT);
473 for (unsigned k = 0; k < Person::players.size(); k++) {
474 if (!(k == 0 || tutoriallevel != 1)) {
476 glEnable(GL_LIGHTING);
477 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
478 distance = distsq(&viewer, &Person::players[k]->coords);
479 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
480 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
483 if (distance >= .5) {
484 checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
487 if (Person::players[k]->occluded != 0)
488 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
490 i = checkcollide(viewer, checkpoint);
492 Person::players[k]->occluded += 1;
493 Person::players[k]->lastoccluded = i;
495 Person::players[k]->occluded = 0;
497 if (Person::players[k]->occluded < 25)
498 Person::players[k]->DrawSkeleton();
504 glEnable(GL_TEXTURE_2D);
509 glDisable(GL_COLOR_MATERIAL);
511 glDisable(GL_LIGHTING);
512 glDisable(GL_TEXTURE_2D);
518 //waypoints, pathpoints in editor
521 glDisable(GL_LIGHTING);
522 glDisable(GL_TEXTURE_2D);
523 glDisable(GL_COLOR_MATERIAL);
524 glColor4f(1, 1, 0, 1);
526 for (unsigned k = 0; k < Person::players.size(); k++) {
527 if (Person::players[k]->numwaypoints > 1) {
528 glBegin(GL_LINE_LOOP);
529 for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
530 glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
537 if (numpathpoints > 1) {
538 glColor4f(0, 1, 0, 1);
539 for (unsigned k = 0; int(k) < numpathpoints; k++) {
540 if (numpathpointconnect[k]) {
541 for (int i = 0; i < numpathpointconnect[k]; i++) {
542 glBegin(GL_LINE_LOOP);
543 glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
544 glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
549 glColor4f(1, 1, 1, 1);
552 glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
559 glEnable(GL_TEXTURE_2D);
560 glColor4f(.5, .5, .5, 1);
563 if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
564 const char *bonus_name;
565 if (bonus < bonus_count)
566 bonus_name = bonus_names[bonus];
568 bonus_name = "Excellent!"; // When does this happen?
570 text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
572 string = to_string((int)bonusvalue);
573 text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
575 glColor4f(.5, .5, .5, 1);
578 if (tutoriallevel == 1) {
579 tutorialopac = tutorialmaxtime - tutorialstagetime;
580 if (tutorialopac > 1)
582 if (tutorialopac < 0)
588 if (tutorialstage == 0) {
593 if (tutorialstage == 1) {
594 string = "Welcome to the Lugaru training level!";
598 if (tutorialstage == 2) {
599 string = "BASIC MOVEMENT:";
603 if (tutorialstage == 3) {
604 string = "You can move the mouse to rotate the camera.";
608 if (tutorialstage == 4) {
609 string = std::string("Try using the ") +
610 Input::keyToChar(forwardkey) + ", " +
611 Input::keyToChar(leftkey) + ", " +
612 Input::keyToChar(backkey) + " and " +
613 Input::keyToChar(rightkey) + " keys to move around.";
614 string2 = "All movement is relative to the camera.";
617 if (tutorialstage == 5) {
618 string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump.";
619 string2 = "You can hold it longer to jump higher.";
622 if (tutorialstage == 6) {
623 string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch.";
624 string2 = "You can jump higher from a crouching position.";
627 if (tutorialstage == 7) {
628 string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll.";
632 if (tutorialstage == 8) {
633 string = "While crouching, you can sneak around silently";
634 string2 = "using the movement keys.";
637 if (tutorialstage == 9) {
638 string = "Release the crouch key while sneaking and hold the movement keys";
639 string2 = "to run animal-style.";
642 if (tutorialstage == 10) {
643 string = "ADVANCED MOVEMENT:";
647 if (tutorialstage == 11) {
648 string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again";
649 string2 = "during impact to perform a walljump.";
650 string3 = "Be sure to use the movement keys to press against the wall";
652 if (tutorialstage == 12) {
653 string = "While in the air, you can press crouch to flip.";
654 string2 = "Walljumps and flips confuse enemies and give you more control.";
657 if (tutorialstage == 13) {
658 string = "BASIC COMBAT:";
662 if (tutorialstage == 14) {
663 string = "There is now an imaginary enemy";
664 string2 = "in the middle of the training area.";
667 if (tutorialstage == 15) {
668 if (attackkey == MOUSEBUTTON1) {
669 string = "Click to attack when you are near an enemy.";
671 string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy.";
673 string2 = "You can punch by standing still near an enemy and attacking.";
676 if (tutorialstage == 16) {
677 string = "If you are close, you will perform a weak punch.";
678 string2 = "The weak punch is excellent for starting attack combinations.";
681 if (tutorialstage == 17) {
682 string = "Attacking while running results in a spin kick.";
683 string2 = "This is one of your most powerful ground attacks.";
686 if (tutorialstage == 18) {
687 string = "Sweep the enemy's legs out by attacking while crouched.";
688 string2 = "This is a very fast attack, and easy to follow up.";
691 if (tutorialstage == 19) {
692 string = "When an enemy is on the ground, you can deal some extra";
693 string2 = "damage by running up and drop-kicking him.";
694 string3 = "(Try knocking them down with a sweep first)";
696 if (tutorialstage == 20) {
697 string = "Your most powerful individual attack is the rabbit kick.";
698 if (attackkey == MOUSEBUTTON1) {
699 string2 = "Run at the enemy while holding the mouse button, and press";
701 string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press";
703 string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack.";
705 if (tutorialstage == 21) {
706 string = "This attack is devastating if timed correctly.";
707 string2 = "Even if timed incorrectly, it will knock the enemy over.";
709 string3 = "Try rabbit-kicking the imaginary enemy again.";
711 string3 = "Try rabbit-kicking the imaginary enemy.";
713 if (tutorialstage == 22) {
714 string = "If you sneak behind an enemy unnoticed, you can kill";
715 string2 = "him instantly. Move close behind this enemy";
716 string3 = "and attack.";
718 if (tutorialstage == 23) {
719 string = "Another important attack is the wall kick. When an enemy";
720 string2 = "is near a wall, perform a walljump nearby and hold";
721 string3 = "the attack key during impact with the wall.";
723 if (tutorialstage == 24) {
724 string = "You can tackle enemies by running at them animal-style";
725 if (attackkey == MOUSEBUTTON1) {
726 string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button).";
728 string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ").";
730 string3 = "This is especially useful when they are running away.";
732 if (tutorialstage == 25) {
733 string = "Dodge by pressing back and attack. Dodging is essential";
734 string2 = "against enemies with swords or other long weapons.";
737 if (tutorialstage == 26) {
738 string = "REVERSALS AND COUNTER-REVERSALS";
742 if (tutorialstage == 27) {
743 string = "The enemy can now reverse your attacks.";
747 if (tutorialstage == 28) {
748 string = "If you attack, you will notice that the enemy now sometimes";
749 string2 = "catches your attack and uses it against you. Hold";
750 string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals.";
752 if (tutorialstage == 29) {
753 string = "Try escaping from two more reversals in a row.";
757 if (tutorialstage == 30) {
762 if (tutorialstage == 31) {
763 string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the";
764 string2 = "enemy's attack. You must also be close to the enemy;";
765 string3 = "this is especially important against armed opponents.";
767 if (tutorialstage == 32) {
768 string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds.";
769 string2 = "This imaginary opponents attacks will be highlighted";
770 string3 = "to make this easier.";
772 if (tutorialstage == 33) {
773 string = "Reverse three enemy attacks!";
777 if (tutorialstage == 34) {
778 string = "Reverse two more enemy attacks!";
782 if (tutorialstage == 35) {
783 string = "Reverse one more enemy attack!";
787 if (tutorialstage == 36) {
788 string = "Excellent!";
792 if (tutorialstage == 37) {
793 string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds.";
794 string2 = "Damage dealt: " + to_string(int(damagedealt));
795 string3 = "Damage taken: " + to_string(int(damagetaken));
797 if (tutorialstage == 38) {
802 if (tutorialstage == 39) {
803 string = "There is now an imaginary knife";
804 string2 = "in the center of the training area.";
807 if (tutorialstage == 40) {
808 string = "Stand, roll or handspring over the knife";
809 string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up.";
810 string3 = "You can crouch and press the same key to drop it again.";
812 if (tutorialstage == 41) {
813 string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key.";
814 string2 = "Sometimes it is best to keep them unequipped to";
815 string3 = "prevent enemies from taking them. ";
817 if (tutorialstage == 42) {
818 string = "The knife is the smallest weapon and the least encumbering.";
819 string2 = "You can equip or unequip it while standing, crouching,";
820 string3 = "running or flipping.";
822 if (tutorialstage == 43) {
823 string = "You perform weapon attacks the same way as unarmed attacks,";
824 string2 = "but sharp weapons cause permanent damage, instead of the";
825 string3 = "temporary trauma from blunt weapons, fists and feet.";
827 if (tutorialstage == 44) {
828 string = "The enemy now has your knife!";
829 string2 = "Please reverse two of his knife attacks.";
832 if (tutorialstage == 45) {
833 string = "Please reverse one more of his knife attacks.";
837 if (tutorialstage == 46) {
838 string = "Now he has a sword!";
839 string2 = "The sword has longer reach than your arms, so you";
840 string3 = "must move close to reverse the sword slash.";
842 if (tutorialstage == 47) {
843 string = "Long weapons like the sword and staff are also useful for defense;";
844 string2 = "you can parry enemy weapon attacks by pressing the attack key";
845 string3 = "at the right time. Please try parrying the enemy's attacks!";
847 if (tutorialstage == 48) {
848 string = "The staff is like the sword, but has two main attacks.";
849 string2 = "The standing smash is fast and effective, and the running";
850 string3 = "spin smash is slower and more powerful.";
852 if (tutorialstage == 49) {
853 string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + ".";
854 string2 = "It is possible to throw the knife while flipping,";
855 string3 = "but it is very inaccurate.";
857 if (tutorialstage == 50) {
858 string = "You now know everything you can learn from training.";
859 string2 = "Everything else you must learn from experience!";
862 if (tutorialstage == 51) {
863 string = "Walk out of the training area to return to the main menu.";
868 text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
869 text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
870 text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
872 string = "Press 'tab' to skip to the next item.";
873 string2 = "Press escape at any time to";
874 string3 = "pause or exit the tutorial.";
876 text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
877 text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
878 text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
882 if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
883 float closestdist = -1;
885 int closest = Hotspot::current;
886 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
887 distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
888 if (closestdist == -1 || distance < closestdist) {
889 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
890 closestdist = distance;
896 Hotspot::current = closest;
897 if (Hotspot::hotspots[closest].type <= 10) {
898 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
899 tutorialstagetime = 0;
901 tutorialopac = tutorialmaxtime - tutorialstagetime;
902 if (tutorialopac > 1)
904 if (tutorialopac < 0)
907 string = Hotspot::hotspots[closest].text;
914 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
915 text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
918 if (string[i] == '\0')
925 } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
926 Dialog::whichdialogue = Hotspot::hotspots[closest].type - 20;
927 Dialog::currentDialog().play();
928 Dialog::currentDialog().gonethrough++;
933 if (Dialog::inDialog() && !mainmenu) {
934 glDisable(GL_DEPTH_TEST);
935 glDisable(GL_CULL_FACE);
936 glDisable(GL_LIGHTING);
937 glDisable(GL_TEXTURE_2D);
939 glMatrixMode(GL_PROJECTION);
942 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
943 glMatrixMode(GL_MODELVIEW);
946 if (Dialog::currentScene().location == 1)
947 glTranslatef(0, screenheight * 3 / 4, 0);
948 glScalef(screenwidth, screenheight / 4, 1);
949 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
952 glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7);
954 glVertex3f(0, 0, 0.0f);
955 glVertex3f(1, 0, 0.0f);
956 glVertex3f(1, 1, 0.0f);
957 glVertex3f(0, 1, 0.0f);
959 glMatrixMode(GL_PROJECTION);
961 glMatrixMode(GL_MODELVIEW);
963 glEnable(GL_DEPTH_TEST);
964 glEnable(GL_CULL_FACE);
967 glEnable(GL_TEXTURE_2D);
974 startx = screenwidth * 1 / 5;
975 if (Dialog::currentScene().location == 1) {
976 starty = screenheight / 16 + screenheight * 4 / 5;
978 starty = screenheight * 1 / 5 - screenheight / 16;
981 // FIXME - What is that char[] building for?
984 for (int i = 0; i < 264; i++) {
988 for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
989 tempname[tempnum] = Dialog::currentScene().name[i];
990 if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
991 tempname[tempnum] = '\0';
996 string = std::string(tempname) + ": ";
998 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
999 text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
1001 glColor4f(0, 0, 0, tutorialopac);
1002 text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
1006 for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
1007 tempname[tempnum] = Dialog::currentScene().text[i];
1008 if (Dialog::currentScene().text[i] != '#')
1019 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
1020 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
1021 text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1023 glColor4f(0, 0, 0, tutorialopac);
1024 text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1028 if (string[i] == '\0')
1037 if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
1040 string = "Score: " + to_string(int(Account::active().getCampaignScore()));
1042 string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal));
1045 string = "Score: " + to_string(int(bonustotal));
1047 text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
1048 if (showdamagebar) {
1049 glDisable(GL_DEPTH_TEST);
1050 glDisable(GL_CULL_FACE);
1051 glDisable(GL_LIGHTING);
1052 glDisable(GL_TEXTURE_2D);
1054 glMatrixMode(GL_PROJECTION);
1057 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1058 glMatrixMode(GL_MODELVIEW);
1061 glTranslatef(15, screenheight * 17.5 / 20, 0);
1062 glScalef(screenwidth / 3 + 20, screenheight / 20, 1);
1063 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1065 glColor4f(0.0, 0.4, 0.0, 0.7);
1066 float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1068 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1069 glVertex3f(1, 0, 0.0f);
1070 glVertex3f(1, 1, 0.0f);
1071 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1073 glColor4f(0.1, 0.0, 0.0, 1);
1074 bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance;
1076 glVertex3f(0, 0, 0.0f);
1077 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1078 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1079 glVertex3f(0, 1, 0.0f);
1081 glColor4f(0.4, 0.0, 0.0, 0.7);
1082 bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1084 glVertex3f(0, 0, 0.0f);
1085 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1086 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1087 glVertex3f(0, 1, 0.0f);
1089 glColor4f(0.4, 0.0, 0.0, 0.7);
1090 bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance;
1092 glVertex3f(0, 0, 0.0f);
1093 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1094 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1095 glVertex3f(0, 1, 0.0f);
1097 glColor4f(0.4, 0.0, 0.0, 0.7);
1098 bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance;
1100 glVertex3f(0, 0, 0.0f);
1101 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1102 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1103 glVertex3f(0, 1, 0.0f);
1105 glColor4f(0.0, 0.0, 0.0, 0.7);
1107 glBegin(GL_LINE_STRIP);
1108 glVertex3f(0, 0, 0.0f);
1109 glVertex3f(1, 0, 0.0f);
1110 glVertex3f(1, 1, 0.0f);
1111 glVertex3f(0, 1, 0.0f);
1112 glVertex3f(0, 0, 0.0f);
1115 glMatrixMode(GL_PROJECTION);
1117 glMatrixMode(GL_MODELVIEW);
1119 glEnable(GL_DEPTH_TEST);
1120 glEnable(GL_CULL_FACE);
1121 glDisable(GL_BLEND);
1123 glEnable(GL_TEXTURE_2D);
1125 // writing the numbers :
1126 string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")";
1127 text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
1131 glColor4f(.5, .5, .5, 1);
1134 if ((texttoggle || editorenabled) && devtools && !mainmenu) {
1135 string = "The framespersecond is " + to_string(int(fps));
1136 text->glPrint(10, 30, string, 0, .8, 1024, 768);
1138 if (editorenabled) {
1139 string = "Map editor enabled.";
1141 string = "Map editor disabled.";
1143 text->glPrint(10, 60, string, 0, .8, 1024, 768);
1144 if (editorenabled) {
1145 string = "Object size: " + to_string(editorsize);
1146 text->glPrint(10, 75, string, 0, .8, 1024, 768);
1147 if (editoryaw >= 0) {
1148 string = "Object yaw: " + to_string(editoryaw);
1150 string = "Object yaw: Random";
1152 text->glPrint(10, 90, string, 0, .8, 1024, 768);
1153 if (editorpitch >= 0) {
1154 string = "Object pitch: " + to_string(editorpitch);
1156 string = "Object pitch: Random";
1158 text->glPrint(10, 105, string, 0, .8, 1024, 768);
1159 string = "Object type: " + to_string(editortype);
1160 text->glPrint(10, 120, string, 0, .8, 1024, 768);
1161 switch (editortype) {
1184 string = "(tunnel)";
1187 string = "(chimney)";
1190 string = "(platform)";
1199 text->glPrint(130, 120, string, 0, .8, 1024, 768);
1201 string = "Numplayers: " + to_string(Person::players.size());
1202 text->glPrint(10, 155, string, 0, .8, 1024, 768);
1203 string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints);
1204 text->glPrint(10, 140, string, 0, .8, 1024, 768);
1206 string = "Difficulty: " + to_string(difficulty);
1207 text->glPrint(10, 240, string, 0, .8, 1024, 768);
1212 if (drawmode == glowmode) {
1213 glDisable(GL_DEPTH_TEST);
1214 glDisable(GL_CULL_FACE);
1215 glDisable(GL_LIGHTING);
1216 glDisable(GL_TEXTURE_2D);
1218 glMatrixMode(GL_PROJECTION);
1221 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1222 glMatrixMode(GL_MODELVIEW);
1225 glScalef(screenwidth, screenheight, 1);
1226 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1228 glColor4f(0, 0, 0, .5);
1230 glVertex3f(0, 0, 0.0f);
1231 glVertex3f(256, 0, 0.0f);
1232 glVertex3f(256, 256, 0.0f);
1233 glVertex3f(0, 256, 0.0f);
1235 glMatrixMode(GL_PROJECTION);
1237 glMatrixMode(GL_MODELVIEW);
1239 glEnable(GL_DEPTH_TEST);
1240 glEnable(GL_CULL_FACE);
1241 glDisable(GL_BLEND);
1245 if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
1246 glDisable(GL_DEPTH_TEST);
1247 glDisable(GL_CULL_FACE);
1248 glDisable(GL_LIGHTING);
1249 glDisable(GL_TEXTURE_2D);
1251 glMatrixMode(GL_PROJECTION);
1254 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1255 glMatrixMode(GL_MODELVIEW);
1258 glScalef(screenwidth, screenheight, 1);
1259 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1261 if (Person::players[0]->dead)
1262 blackout += multiplier * 3;
1263 if (Person::players[0]->dead == 1)
1265 if (Person::players[0]->dead == 2 && blackout > .6)
1267 glColor4f(0, 0, 0, blackout);
1268 if (!Person::players[0]->dead) {
1269 if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
1270 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
1271 blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
1273 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
1274 blackout = Person::players[0]->blooddimamount * .3;
1278 glColor4f(.7, 0, 0, .2);
1280 glVertex3f(0, 0, 0.0f);
1281 glVertex3f(256, 0, 0.0f);
1282 glVertex3f(256, 256, 0.0f);
1283 glVertex3f(0, 256, 0.0f);
1285 glMatrixMode(GL_PROJECTION);
1287 glMatrixMode(GL_MODELVIEW);
1289 glEnable(GL_DEPTH_TEST);
1290 glEnable(GL_CULL_FACE);
1291 glDisable(GL_BLEND);
1295 if (flashamount > 0 && damageeffects) {
1296 if (flashamount > 1)
1298 if (flashdelay <= 0)
1299 flashamount -= multiplier;
1301 if (flashamount < 0)
1303 glDisable(GL_DEPTH_TEST);
1304 glDisable(GL_CULL_FACE);
1305 glDisable(GL_LIGHTING);
1307 glMatrixMode(GL_PROJECTION);
1310 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1311 glMatrixMode(GL_MODELVIEW);
1314 glScalef(screenwidth, screenheight, 1);
1315 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1317 glColor4f(flashr, flashg, flashb, flashamount);
1319 glVertex3f(0, 0, 0.0f);
1320 glVertex3f(256, 0, 0.0f);
1321 glVertex3f(256, 256, 0.0f);
1322 glVertex3f(0, 256, 0.0f);
1324 glMatrixMode(GL_PROJECTION);
1326 glMatrixMode(GL_MODELVIEW);
1328 glEnable(GL_DEPTH_TEST);
1329 glEnable(GL_CULL_FACE);
1330 glDisable(GL_BLEND);
1334 if (difficulty < 2 && !Dialog::inDialog()) { // minimap
1335 float mapviewdist = 20000;
1337 glDisable(GL_DEPTH_TEST);
1338 glColor3f (1.0, 1.0, 1.0); // no coloring
1340 glEnable(GL_TEXTURE_2D);
1341 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1342 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1343 glDisable(GL_DEPTH_TEST);
1344 glDisable(GL_CULL_FACE);
1345 glDisable(GL_LIGHTING);
1347 glMatrixMode(GL_PROJECTION);
1350 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1351 glMatrixMode(GL_MODELVIEW);
1354 glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
1355 glTranslatef(1.75, .25, 0);
1356 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1358 glColor4f(1, 1, 1, 1);
1365 center = Person::players[0]->coords;
1369 glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
1371 glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
1373 glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
1374 glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
1375 for (int i = 0; i < objects.numobjects; i++) {
1376 if (objects.type[i] == treetrunktype) {
1377 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1378 if (distcheck < mapviewdist) {
1379 Mapcircletexture.bind();
1380 glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
1382 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1383 glRotatef(objects.yaw[i], 0, 0, 1);
1384 glScalef(.003, .003, .003);
1387 glVertex3f(-1, -1, 0.0f);
1389 glVertex3f(1, -1, 0.0f);
1391 glVertex3f(1, 1, 0.0f);
1393 glVertex3f(-1, 1, 0.0f);
1398 if (objects.type[i] == boxtype) {
1399 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1400 if (distcheck < mapviewdist) {
1401 Mapboxtexture.bind();
1402 glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
1404 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1405 glRotatef(objects.yaw[i], 0, 0, 1);
1406 glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
1409 glVertex3f(-1, -1, 0.0f);
1411 glVertex3f(1, -1, 0.0f);
1413 glVertex3f(1, 1, 0.0f);
1415 glVertex3f(-1, 1, 0.0f);
1421 if (editorenabled) {
1422 Mapcircletexture.bind();
1423 for (int i = 0; i < numboundaries; i++) {
1424 glColor4f(0, 0, 0, opac / 3);
1426 glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
1427 glScalef(.002, .002, .002);
1430 glVertex3f(-1, -1, 0.0f);
1432 glVertex3f(1, -1, 0.0f);
1434 glVertex3f(1, 1, 0.0f);
1436 glVertex3f(-1, 1, 0.0f);
1441 for (unsigned i = 0; i < Person::players.size(); i++) {
1442 distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
1443 if (distcheck < mapviewdist) {
1445 Maparrowtexture.bind();
1447 glColor4f(1, 1, 1, opac);
1448 else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
1449 glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
1450 else if (Person::players[i]->dead)
1451 glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
1452 else if (Person::players[i]->aitype == attacktypecutoff)
1453 glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
1454 else if (Person::players[i]->aitype == passivetype)
1455 glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
1457 glColor4f(1, 1, 0, 1);
1458 glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
1459 glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
1460 glScalef(.005, .005, .005);
1463 glVertex3f(-1, -1, 0.0f);
1465 glVertex3f(1, -1, 0.0f);
1467 glVertex3f(1, 1, 0.0f);
1469 glVertex3f(-1, 1, 0.0f);
1475 glDisable(GL_TEXTURE_2D);
1476 glMatrixMode(GL_PROJECTION);
1478 glMatrixMode(GL_MODELVIEW);
1480 glEnable(GL_DEPTH_TEST);
1481 glEnable(GL_CULL_FACE);
1482 glDisable(GL_BLEND);
1486 if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
1487 glDisable(GL_DEPTH_TEST);
1488 glDisable(GL_CULL_FACE);
1489 glDisable(GL_LIGHTING);
1490 glDisable(GL_TEXTURE_2D);
1492 glMatrixMode(GL_PROJECTION);
1495 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1496 glMatrixMode(GL_MODELVIEW);
1499 glScalef(screenwidth, screenheight, 1);
1500 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1502 glColor4f(0, 0, 0, .7);
1504 glVertex3f(0, 0, 0.0f);
1505 glVertex3f(256, 0, 0.0f);
1506 glVertex3f(256, 256, 0.0f);
1507 glVertex3f(0, 256, 0.0f);
1509 glMatrixMode(GL_PROJECTION);
1511 glMatrixMode(GL_MODELVIEW);
1513 glEnable(GL_DEPTH_TEST);
1514 glEnable(GL_CULL_FACE);
1515 glDisable(GL_BLEND);
1519 glDisable(GL_DEPTH_TEST);
1520 glColor3f (1.0, 1.0, 1.0); // no coloring
1522 glEnable(GL_TEXTURE_2D);
1527 glEnable(GL_TEXTURE_2D);
1528 glColor4f(1, 1, 1, 1);
1529 string = "Loading...";
1530 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
1533 drawmode = normalmode;
1536 if (winfreeze && !campaign) {
1537 glDisable(GL_DEPTH_TEST);
1538 glDisable(GL_CULL_FACE);
1539 glDisable(GL_LIGHTING);
1540 glDisable(GL_TEXTURE_2D);
1542 glMatrixMode(GL_PROJECTION);
1545 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1546 glMatrixMode(GL_MODELVIEW);
1549 glScalef(screenwidth, screenheight, 1);
1550 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1552 glColor4f(0, 0, 0, .4);
1554 glVertex3f(0, 0, 0.0f);
1555 glVertex3f(256, 0, 0.0f);
1556 glVertex3f(256, 256, 0.0f);
1557 glVertex3f(0, 256, 0.0f);
1559 glMatrixMode(GL_PROJECTION);
1561 glMatrixMode(GL_MODELVIEW);
1563 glEnable(GL_DEPTH_TEST);
1564 glEnable(GL_CULL_FACE);
1565 glDisable(GL_BLEND);
1569 glDisable(GL_DEPTH_TEST);
1570 glColor3f (1.0, 1.0, 1.0); // no coloring
1572 glEnable(GL_TEXTURE_2D);
1574 //Win Screen Won Victory
1576 glEnable(GL_TEXTURE_2D);
1577 glColor4f(1, 1, 1, 1);
1578 string = "Level Cleared!";
1579 text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
1581 string = "Score: " + to_string(int(bonustotal - startbonustotal));
1582 text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
1584 string = "Press Escape to return to menu or Space to continue";
1585 text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
1587 int wontime = (int)round(wonleveltime);
1588 string = "Time: " + to_string(int((wontime - wontime % 60) / 60));
1589 if (wontime % 60 < 10) {
1592 string += to_string(int(wontime % 60));
1593 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
1596 int awards[award_count];
1597 int numawards = award_awards(awards);
1599 for (int i = 0; i < numawards && i < 6; i++)
1600 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
1603 if (drawmode != normalmode) {
1604 glEnable(GL_TEXTURE_2D);
1606 if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
1607 if (screentexture) {
1609 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1610 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1611 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1612 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
1613 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
1614 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
1616 glBindTexture( GL_TEXTURE_2D, screentexture);
1617 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1620 if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
1621 if (screentexture2) {
1622 glBindTexture( GL_TEXTURE_2D, screentexture2);
1623 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1625 if (!screentexture2) {
1626 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1628 glGenTextures( 1, &screentexture2 );
1629 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1631 glEnable(GL_TEXTURE_2D);
1632 glBindTexture( GL_TEXTURE_2D, screentexture2);
1633 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1634 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1636 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1641 glClear(GL_DEPTH_BUFFER_BIT);
1642 Game::ReSizeGLScene(90, .1f);
1643 glViewport(0, 0, screenwidth, screenheight);
1645 if (drawmode != normalmode) {
1646 glDisable(GL_DEPTH_TEST);
1647 if (drawmode == motionblurmode) {
1648 glDrawBuffer(GL_FRONT);
1649 glReadBuffer(GL_BACK);
1651 glColor3f (1.0, 1.0, 1.0); // no coloring
1653 glEnable(GL_TEXTURE_2D);
1654 glBindTexture( GL_TEXTURE_2D, screentexture);
1655 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1656 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1657 glDisable(GL_DEPTH_TEST);
1658 glDisable(GL_CULL_FACE);
1659 glDisable(GL_LIGHTING);
1661 glMatrixMode(GL_PROJECTION);
1664 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1665 glMatrixMode(GL_MODELVIEW);
1668 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1669 glTranslatef(1, 1, 0);
1670 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1672 if (drawmode == motionblurmode) {
1673 if (motionbluramount < .2)
1674 motionbluramount = .2;
1675 glColor4f(1, 1, 1, motionbluramount);
1679 glVertex3f(-1, -1, 0.0f);
1680 glTexCoord2f(texcoordwidth, 0);
1681 glVertex3f(1, -1, 0.0f);
1682 glTexCoord2f(texcoordwidth, texcoordheight);
1683 glVertex3f(1, 1, 0.0f);
1684 glTexCoord2f(0, texcoordheight);
1685 glVertex3f(-1, 1, 0.0f);
1689 if (drawmode == realmotionblurmode) {
1690 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1691 glClear(GL_COLOR_BUFFER_BIT);
1692 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1693 glBindTexture( GL_TEXTURE_2D, screentexture);
1694 glColor4f(1, 1, 1, .5);
1698 glVertex3f(-1, -1, 0.0f);
1699 glTexCoord2f(texcoordwidth, 0);
1700 glVertex3f(1, -1, 0.0f);
1701 glTexCoord2f(texcoordwidth, texcoordheight);
1702 glVertex3f(1, 1, 0.0f);
1703 glTexCoord2f(0, texcoordheight);
1704 glVertex3f(-1, 1, 0.0f);
1707 glBindTexture( GL_TEXTURE_2D, screentexture2);
1708 glColor4f(1, 1, 1, .5);
1712 glVertex3f(-1, -1, 0.0f);
1713 glTexCoord2f(texcoordwidth, 0);
1714 glVertex3f(1, -1, 0.0f);
1715 glTexCoord2f(texcoordwidth, texcoordheight);
1716 glVertex3f(1, 1, 0.0f);
1717 glTexCoord2f(0, texcoordheight);
1718 glVertex3f(-1, 1, 0.0f);
1721 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1723 if (drawmode == doublevisionmode) {
1724 static float crosseyedness;
1725 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
1726 if (crosseyedness > 1)
1728 if (crosseyedness < 0)
1730 glColor4f(1, 1, 1, 1);
1731 glDisable(GL_BLEND);
1736 glVertex3f(-1, -1, 0.0f);
1737 glTexCoord2f(texcoordwidth, 0);
1738 glVertex3f(1, -1, 0.0f);
1739 glTexCoord2f(texcoordwidth, texcoordheight);
1740 glVertex3f(1, 1, 0.0f);
1741 glTexCoord2f(0, texcoordheight);
1742 glVertex3f(-1, 1, 0.0f);
1745 if (crosseyedness) {
1746 glColor4f(1, 1, 1, .5);
1749 glTranslatef(.015 * crosseyedness, 0, 0);
1753 glVertex3f(-1, -1, 0.0f);
1754 glTexCoord2f(texcoordwidth, 0);
1755 glVertex3f(1, -1, 0.0f);
1756 glTexCoord2f(texcoordwidth, texcoordheight);
1757 glVertex3f(1, 1, 0.0f);
1758 glTexCoord2f(0, texcoordheight);
1759 glVertex3f(-1, 1, 0.0f);
1764 if (drawmode == glowmode) {
1765 glColor4f(.5, .5, .5, .5);
1767 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1769 glTranslatef(.01, 0, 0);
1772 glVertex3f(-1, -1, 0.0f);
1773 glTexCoord2f(texcoordwidth, 0);
1774 glVertex3f(1, -1, 0.0f);
1775 glTexCoord2f(texcoordwidth, texcoordheight);
1776 glVertex3f(1, 1, 0.0f);
1777 glTexCoord2f(0, texcoordheight);
1778 glVertex3f(-1, 1, 0.0f);
1782 glTranslatef(-.01, 0, 0);
1785 glVertex3f(-1, -1, 0.0f);
1786 glTexCoord2f(texcoordwidth, 0);
1787 glVertex3f(1, -1, 0.0f);
1788 glTexCoord2f(texcoordwidth, texcoordheight);
1789 glVertex3f(1, 1, 0.0f);
1790 glTexCoord2f(0, texcoordheight);
1791 glVertex3f(-1, 1, 0.0f);
1795 glTranslatef(.0, .01, 0);
1798 glVertex3f(-1, -1, 0.0f);
1799 glTexCoord2f(texcoordwidth, 0);
1800 glVertex3f(1, -1, 0.0f);
1801 glTexCoord2f(texcoordwidth, texcoordheight);
1802 glVertex3f(1, 1, 0.0f);
1803 glTexCoord2f(0, texcoordheight);
1804 glVertex3f(-1, 1, 0.0f);
1808 glTranslatef(0, -.01, 0);
1811 glVertex3f(-1, -1, 0.0f);
1812 glTexCoord2f(texcoordwidth, 0);
1813 glVertex3f(1, -1, 0.0f);
1814 glTexCoord2f(texcoordwidth, texcoordheight);
1815 glVertex3f(1, 1, 0.0f);
1816 glTexCoord2f(0, texcoordheight);
1817 glVertex3f(-1, 1, 0.0f);
1821 if (drawmode == radialzoommode) {
1822 for (int i = 0; i < 3; i++) {
1823 glColor4f(1, 1, 1, 1 / ((float)i + 1));
1825 glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
1828 glVertex3f(-1, -1, 0.0f);
1829 glTexCoord2f(texcoordwidth, 0);
1830 glVertex3f(1, -1, 0.0f);
1831 glTexCoord2f(texcoordwidth, texcoordheight);
1832 glVertex3f(1, 1, 0.0f);
1833 glTexCoord2f(0, texcoordheight);
1834 glVertex3f(-1, 1, 0.0f);
1839 glDisable(GL_TEXTURE_2D);
1840 glMatrixMode(GL_PROJECTION);
1842 glMatrixMode(GL_MODELVIEW);
1844 glEnable(GL_DEPTH_TEST);
1845 glEnable(GL_CULL_FACE);
1846 glDisable(GL_BLEND);
1851 glEnable(GL_TEXTURE_2D);
1852 glColor4f(1, 1, 1, 1);
1854 if (consoleselected >= 60)
1855 offset = consoleselected - 60;
1856 text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
1858 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
1860 for (unsigned i = 0; i < 15; i++) {
1861 text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
1866 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1867 multiplier = tempmult;
1874 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1875 tempmult = multiplier;
1879 if ( side == stereoRight || side == stereoCenter ) {
1880 if (drawmode != motionblurmode || mainmenu) {
1885 glDrawBuffer(GL_BACK);
1886 glReadBuffer(GL_BACK);
1890 if (drawtoggle == 2)
1893 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1894 multiplier = tempmult;
1896 //Jordan fixed your warning!
1902 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
1905 glDrawBuffer(GL_BACK);
1906 glReadBuffer(GL_BACK);
1907 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1908 Game::ReSizeGLScene(90, .1f);
1910 //draw menu background
1911 glClear(GL_DEPTH_BUFFER_BIT);
1912 glEnable(GL_ALPHA_TEST);
1913 glAlphaFunc(GL_GREATER, 0.001f);
1914 glEnable(GL_TEXTURE_2D);
1915 glDisable(GL_DEPTH_TEST);
1916 glDisable(GL_CULL_FACE);
1917 glDisable(GL_LIGHTING);
1919 glMatrixMode(GL_PROJECTION);
1922 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1923 glMatrixMode(GL_MODELVIEW);
1926 glTranslatef(screenwidth / 2, screenheight / 2, 0);
1928 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1929 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1930 glDisable(GL_BLEND);
1931 glColor4f(0, 0, 0, 1.0);
1932 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1933 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1934 glDisable(GL_TEXTURE_2D);
1936 glVertex3f(-1, -1, 0);
1937 glVertex3f(+1, -1, 0);
1938 glVertex3f(+1, +1, 0);
1939 glVertex3f(-1, +1, 0);
1942 glColor4f(0.4, 0.4, 0.4, 1.0);
1943 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1944 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1945 glEnable(GL_TEXTURE_2D);
1946 Game::Mainmenuitems[4].bind();
1949 glVertex3f(-1, -1, 0);
1951 glVertex3f(+1, -1, 0);
1953 glVertex3f(+1, +1, 0);
1955 glVertex3f(-1, +1, 0);
1959 glMatrixMode(GL_PROJECTION);
1961 glMatrixMode(GL_MODELVIEW);
1965 glMatrixMode(GL_PROJECTION);
1968 glOrtho(0, 640, 0, 480, -100, 100);
1969 glMatrixMode(GL_MODELVIEW);
1972 glEnable(GL_TEXTURE_2D);
1977 glMatrixMode(GL_PROJECTION);
1979 glMatrixMode(GL_MODELVIEW);
1982 glMatrixMode(GL_PROJECTION);
1985 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1986 glMatrixMode(GL_MODELVIEW);
1989 glTranslatef(screenwidth / 2, screenheight / 2, 0);
1991 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1992 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1994 glEnable(GL_TEXTURE_2D);
1995 glColor4f(1, 1, 1, 1);
1996 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1997 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1999 if (!Game::waiting) { // hide the cursor while waiting for a key
2001 glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
2002 glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
2003 glTranslatef(1, -1, 0);
2004 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2005 glColor4f(1, 1, 1, 1);
2006 Game::cursortexture.bind();
2010 glVertex3f(-1, -1, 0.0f);
2012 glVertex3f(1, -1, 0.0f);
2014 glVertex3f(1, 1, 0.0f);
2016 glVertex3f(-1, 1, 0.0f);
2022 glMatrixMode(GL_PROJECTION);
2027 if (flashamount > 0) {
2028 if (flashamount > 1)
2030 if (flashdelay <= 0)
2031 flashamount -= multiplier;
2033 if (flashamount < 0)
2035 glDisable(GL_DEPTH_TEST);
2036 glDisable(GL_CULL_FACE);
2037 glDisable(GL_LIGHTING);
2038 glDisable(GL_TEXTURE_2D);
2040 glMatrixMode(GL_PROJECTION);
2043 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2044 glMatrixMode(GL_MODELVIEW);
2047 glScalef(screenwidth, screenheight, 1);
2048 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2050 glColor4f(flashr, flashg, flashb, flashamount);
2052 glVertex3f(0, 0, 0.0f);
2053 glVertex3f(256, 0, 0.0f);
2054 glVertex3f(256, 256, 0.0f);
2055 glVertex3f(0, 256, 0.0f);
2057 glMatrixMode(GL_PROJECTION);
2059 glMatrixMode(GL_MODELVIEW);
2061 glEnable(GL_DEPTH_TEST);
2062 glEnable(GL_CULL_FACE);
2063 glDisable(GL_BLEND);