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);
1336 glEnable(GL_TEXTURE_2D);
1337 glColor4f(1, 1, 1, 1);
1338 for (unsigned i = 1; i < 15; i++)
1339 if (displaytime[i] < 4)
1340 for (unsigned j = 0; j < displaytext[i].size(); j++) {
1341 glColor4f(1, 1, 1, 4 - displaytime[i]);
1342 string = std::string(1, displaytext[i][j]);
1343 text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
1347 if (difficulty < 2 && !Dialog::inDialog()) { // minimap
1348 float mapviewdist = 20000;
1350 glDisable(GL_DEPTH_TEST);
1351 glColor3f (1.0, 1.0, 1.0); // no coloring
1353 glEnable(GL_TEXTURE_2D);
1354 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1355 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1356 glDisable(GL_DEPTH_TEST);
1357 glDisable(GL_CULL_FACE);
1358 glDisable(GL_LIGHTING);
1360 glMatrixMode(GL_PROJECTION);
1363 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1364 glMatrixMode(GL_MODELVIEW);
1367 glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
1368 glTranslatef(1.75, .25, 0);
1369 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1371 glColor4f(1, 1, 1, 1);
1378 center = Person::players[0]->coords;
1382 glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
1384 glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
1386 glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
1387 glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
1388 for (int i = 0; i < objects.numobjects; i++) {
1389 if (objects.type[i] == treetrunktype) {
1390 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1391 if (distcheck < mapviewdist) {
1392 Mapcircletexture.bind();
1393 glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
1395 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1396 glRotatef(objects.yaw[i], 0, 0, 1);
1397 glScalef(.003, .003, .003);
1400 glVertex3f(-1, -1, 0.0f);
1402 glVertex3f(1, -1, 0.0f);
1404 glVertex3f(1, 1, 0.0f);
1406 glVertex3f(-1, 1, 0.0f);
1411 if (objects.type[i] == boxtype) {
1412 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1413 if (distcheck < mapviewdist) {
1414 Mapboxtexture.bind();
1415 glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
1417 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1418 glRotatef(objects.yaw[i], 0, 0, 1);
1419 glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
1422 glVertex3f(-1, -1, 0.0f);
1424 glVertex3f(1, -1, 0.0f);
1426 glVertex3f(1, 1, 0.0f);
1428 glVertex3f(-1, 1, 0.0f);
1434 if (editorenabled) {
1435 Mapcircletexture.bind();
1436 for (int i = 0; i < numboundaries; i++) {
1437 glColor4f(0, 0, 0, opac / 3);
1439 glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
1440 glScalef(.002, .002, .002);
1443 glVertex3f(-1, -1, 0.0f);
1445 glVertex3f(1, -1, 0.0f);
1447 glVertex3f(1, 1, 0.0f);
1449 glVertex3f(-1, 1, 0.0f);
1454 for (unsigned i = 0; i < Person::players.size(); i++) {
1455 distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
1456 if (distcheck < mapviewdist) {
1458 Maparrowtexture.bind();
1460 glColor4f(1, 1, 1, opac);
1461 else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
1462 glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
1463 else if (Person::players[i]->dead)
1464 glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
1465 else if (Person::players[i]->aitype == attacktypecutoff)
1466 glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
1467 else if (Person::players[i]->aitype == passivetype)
1468 glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
1470 glColor4f(1, 1, 0, 1);
1471 glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
1472 glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
1473 glScalef(.005, .005, .005);
1476 glVertex3f(-1, -1, 0.0f);
1478 glVertex3f(1, -1, 0.0f);
1480 glVertex3f(1, 1, 0.0f);
1482 glVertex3f(-1, 1, 0.0f);
1488 glDisable(GL_TEXTURE_2D);
1489 glMatrixMode(GL_PROJECTION);
1491 glMatrixMode(GL_MODELVIEW);
1493 glEnable(GL_DEPTH_TEST);
1494 glEnable(GL_CULL_FACE);
1495 glDisable(GL_BLEND);
1499 if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
1500 glDisable(GL_DEPTH_TEST);
1501 glDisable(GL_CULL_FACE);
1502 glDisable(GL_LIGHTING);
1503 glDisable(GL_TEXTURE_2D);
1505 glMatrixMode(GL_PROJECTION);
1508 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1509 glMatrixMode(GL_MODELVIEW);
1512 glScalef(screenwidth, screenheight, 1);
1513 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1515 glColor4f(0, 0, 0, .7);
1517 glVertex3f(0, 0, 0.0f);
1518 glVertex3f(256, 0, 0.0f);
1519 glVertex3f(256, 256, 0.0f);
1520 glVertex3f(0, 256, 0.0f);
1522 glMatrixMode(GL_PROJECTION);
1524 glMatrixMode(GL_MODELVIEW);
1526 glEnable(GL_DEPTH_TEST);
1527 glEnable(GL_CULL_FACE);
1528 glDisable(GL_BLEND);
1532 glDisable(GL_DEPTH_TEST);
1533 glColor3f (1.0, 1.0, 1.0); // no coloring
1535 glEnable(GL_TEXTURE_2D);
1540 glEnable(GL_TEXTURE_2D);
1541 glColor4f(1, 1, 1, 1);
1542 string = "Loading...";
1543 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
1546 drawmode = normalmode;
1549 if (winfreeze && !campaign) {
1550 glDisable(GL_DEPTH_TEST);
1551 glDisable(GL_CULL_FACE);
1552 glDisable(GL_LIGHTING);
1553 glDisable(GL_TEXTURE_2D);
1555 glMatrixMode(GL_PROJECTION);
1558 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1559 glMatrixMode(GL_MODELVIEW);
1562 glScalef(screenwidth, screenheight, 1);
1563 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1565 glColor4f(0, 0, 0, .4);
1567 glVertex3f(0, 0, 0.0f);
1568 glVertex3f(256, 0, 0.0f);
1569 glVertex3f(256, 256, 0.0f);
1570 glVertex3f(0, 256, 0.0f);
1572 glMatrixMode(GL_PROJECTION);
1574 glMatrixMode(GL_MODELVIEW);
1576 glEnable(GL_DEPTH_TEST);
1577 glEnable(GL_CULL_FACE);
1578 glDisable(GL_BLEND);
1582 glDisable(GL_DEPTH_TEST);
1583 glColor3f (1.0, 1.0, 1.0); // no coloring
1585 glEnable(GL_TEXTURE_2D);
1587 //Win Screen Won Victory
1589 glEnable(GL_TEXTURE_2D);
1590 glColor4f(1, 1, 1, 1);
1591 string = "Level Cleared!";
1592 text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
1594 string = "Score: " + to_string(int(bonustotal - startbonustotal));
1595 text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
1597 string = "Press Escape to return to menu or Space to continue";
1598 text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
1600 int wontime = (int)round(wonleveltime);
1601 string = "Time: " + to_string(int((wontime - wontime % 60) / 60));
1602 if (wontime % 60 < 10) {
1605 string += to_string(int(wontime % 60));
1606 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
1609 int awards[award_count];
1610 int numawards = award_awards(awards);
1612 for (int i = 0; i < numawards && i < 6; i++)
1613 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
1616 if (drawmode != normalmode) {
1617 glEnable(GL_TEXTURE_2D);
1619 if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
1620 if (screentexture) {
1622 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1623 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1624 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1625 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
1626 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
1627 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
1629 glBindTexture( GL_TEXTURE_2D, screentexture);
1630 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1633 if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
1634 if (screentexture2) {
1635 glBindTexture( GL_TEXTURE_2D, screentexture2);
1636 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1638 if (!screentexture2) {
1639 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1641 glGenTextures( 1, &screentexture2 );
1642 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1644 glEnable(GL_TEXTURE_2D);
1645 glBindTexture( GL_TEXTURE_2D, screentexture2);
1646 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1647 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1649 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1654 glClear(GL_DEPTH_BUFFER_BIT);
1655 Game::ReSizeGLScene(90, .1f);
1656 glViewport(0, 0, screenwidth, screenheight);
1658 if (drawmode != normalmode) {
1659 glDisable(GL_DEPTH_TEST);
1660 if (drawmode == motionblurmode) {
1661 glDrawBuffer(GL_FRONT);
1662 glReadBuffer(GL_BACK);
1664 glColor3f (1.0, 1.0, 1.0); // no coloring
1666 glEnable(GL_TEXTURE_2D);
1667 glBindTexture( GL_TEXTURE_2D, screentexture);
1668 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1669 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1670 glDisable(GL_DEPTH_TEST);
1671 glDisable(GL_CULL_FACE);
1672 glDisable(GL_LIGHTING);
1674 glMatrixMode(GL_PROJECTION);
1677 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1678 glMatrixMode(GL_MODELVIEW);
1681 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1682 glTranslatef(1, 1, 0);
1683 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1685 if (drawmode == motionblurmode) {
1686 if (motionbluramount < .2)
1687 motionbluramount = .2;
1688 glColor4f(1, 1, 1, motionbluramount);
1692 glVertex3f(-1, -1, 0.0f);
1693 glTexCoord2f(texcoordwidth, 0);
1694 glVertex3f(1, -1, 0.0f);
1695 glTexCoord2f(texcoordwidth, texcoordheight);
1696 glVertex3f(1, 1, 0.0f);
1697 glTexCoord2f(0, texcoordheight);
1698 glVertex3f(-1, 1, 0.0f);
1702 if (drawmode == realmotionblurmode) {
1703 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1704 glClear(GL_COLOR_BUFFER_BIT);
1705 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1706 glBindTexture( GL_TEXTURE_2D, screentexture);
1707 glColor4f(1, 1, 1, .5);
1711 glVertex3f(-1, -1, 0.0f);
1712 glTexCoord2f(texcoordwidth, 0);
1713 glVertex3f(1, -1, 0.0f);
1714 glTexCoord2f(texcoordwidth, texcoordheight);
1715 glVertex3f(1, 1, 0.0f);
1716 glTexCoord2f(0, texcoordheight);
1717 glVertex3f(-1, 1, 0.0f);
1720 glBindTexture( GL_TEXTURE_2D, screentexture2);
1721 glColor4f(1, 1, 1, .5);
1725 glVertex3f(-1, -1, 0.0f);
1726 glTexCoord2f(texcoordwidth, 0);
1727 glVertex3f(1, -1, 0.0f);
1728 glTexCoord2f(texcoordwidth, texcoordheight);
1729 glVertex3f(1, 1, 0.0f);
1730 glTexCoord2f(0, texcoordheight);
1731 glVertex3f(-1, 1, 0.0f);
1734 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1736 if (drawmode == doublevisionmode) {
1737 static float crosseyedness;
1738 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
1739 if (crosseyedness > 1)
1741 if (crosseyedness < 0)
1743 glColor4f(1, 1, 1, 1);
1744 glDisable(GL_BLEND);
1749 glVertex3f(-1, -1, 0.0f);
1750 glTexCoord2f(texcoordwidth, 0);
1751 glVertex3f(1, -1, 0.0f);
1752 glTexCoord2f(texcoordwidth, texcoordheight);
1753 glVertex3f(1, 1, 0.0f);
1754 glTexCoord2f(0, texcoordheight);
1755 glVertex3f(-1, 1, 0.0f);
1758 if (crosseyedness) {
1759 glColor4f(1, 1, 1, .5);
1762 glTranslatef(.015 * crosseyedness, 0, 0);
1766 glVertex3f(-1, -1, 0.0f);
1767 glTexCoord2f(texcoordwidth, 0);
1768 glVertex3f(1, -1, 0.0f);
1769 glTexCoord2f(texcoordwidth, texcoordheight);
1770 glVertex3f(1, 1, 0.0f);
1771 glTexCoord2f(0, texcoordheight);
1772 glVertex3f(-1, 1, 0.0f);
1777 if (drawmode == glowmode) {
1778 glColor4f(.5, .5, .5, .5);
1780 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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(-.01, 0, 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 glTranslatef(0, -.01, 0);
1824 glVertex3f(-1, -1, 0.0f);
1825 glTexCoord2f(texcoordwidth, 0);
1826 glVertex3f(1, -1, 0.0f);
1827 glTexCoord2f(texcoordwidth, texcoordheight);
1828 glVertex3f(1, 1, 0.0f);
1829 glTexCoord2f(0, texcoordheight);
1830 glVertex3f(-1, 1, 0.0f);
1834 if (drawmode == radialzoommode) {
1835 for (int i = 0; i < 3; i++) {
1836 glColor4f(1, 1, 1, 1 / ((float)i + 1));
1838 glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
1841 glVertex3f(-1, -1, 0.0f);
1842 glTexCoord2f(texcoordwidth, 0);
1843 glVertex3f(1, -1, 0.0f);
1844 glTexCoord2f(texcoordwidth, texcoordheight);
1845 glVertex3f(1, 1, 0.0f);
1846 glTexCoord2f(0, texcoordheight);
1847 glVertex3f(-1, 1, 0.0f);
1852 glDisable(GL_TEXTURE_2D);
1853 glMatrixMode(GL_PROJECTION);
1855 glMatrixMode(GL_MODELVIEW);
1857 glEnable(GL_DEPTH_TEST);
1858 glEnable(GL_CULL_FACE);
1859 glDisable(GL_BLEND);
1864 glEnable(GL_TEXTURE_2D);
1865 glColor4f(1, 1, 1, 1);
1867 if (consoleselected >= 60)
1868 offset = consoleselected - 60;
1869 text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
1871 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
1873 for (unsigned i = 0; i < 15; i++)
1874 for (unsigned j = 0; j < consoletext[i].size(); j++) {
1875 glColor4f(1, 1, 1, 1 - (float)(i) / 16);
1876 text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, std::string(1, consoletext[i][j]), 0, 1, 1024, 768);
1881 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1882 multiplier = tempmult;
1889 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1890 tempmult = multiplier;
1894 if ( side == stereoRight || side == stereoCenter ) {
1895 if (drawmode != motionblurmode || mainmenu) {
1900 glDrawBuffer(GL_BACK);
1901 glReadBuffer(GL_BACK);
1905 if (drawtoggle == 2)
1908 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1909 multiplier = tempmult;
1911 //Jordan fixed your warning!
1917 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
1920 glDrawBuffer(GL_BACK);
1921 glReadBuffer(GL_BACK);
1922 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1923 Game::ReSizeGLScene(90, .1f);
1925 //draw menu background
1926 glClear(GL_DEPTH_BUFFER_BIT);
1927 glEnable(GL_ALPHA_TEST);
1928 glAlphaFunc(GL_GREATER, 0.001f);
1929 glEnable(GL_TEXTURE_2D);
1930 glDisable(GL_DEPTH_TEST);
1931 glDisable(GL_CULL_FACE);
1932 glDisable(GL_LIGHTING);
1934 glMatrixMode(GL_PROJECTION);
1937 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1938 glMatrixMode(GL_MODELVIEW);
1941 glTranslatef(screenwidth / 2, screenheight / 2, 0);
1943 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1944 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1945 glDisable(GL_BLEND);
1946 glColor4f(0, 0, 0, 1.0);
1947 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1948 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1949 glDisable(GL_TEXTURE_2D);
1951 glVertex3f(-1, -1, 0);
1952 glVertex3f(+1, -1, 0);
1953 glVertex3f(+1, +1, 0);
1954 glVertex3f(-1, +1, 0);
1957 glColor4f(0.4, 0.4, 0.4, 1.0);
1958 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1959 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1960 glEnable(GL_TEXTURE_2D);
1961 Game::Mainmenuitems[4].bind();
1964 glVertex3f(-1, -1, 0);
1966 glVertex3f(+1, -1, 0);
1968 glVertex3f(+1, +1, 0);
1970 glVertex3f(-1, +1, 0);
1974 glMatrixMode(GL_PROJECTION);
1976 glMatrixMode(GL_MODELVIEW);
1980 glMatrixMode(GL_PROJECTION);
1983 glOrtho(0, 640, 0, 480, -100, 100);
1984 glMatrixMode(GL_MODELVIEW);
1987 glEnable(GL_TEXTURE_2D);
1992 glMatrixMode(GL_PROJECTION);
1994 glMatrixMode(GL_MODELVIEW);
1997 glMatrixMode(GL_PROJECTION);
2000 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2001 glMatrixMode(GL_MODELVIEW);
2004 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2006 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2007 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2009 glEnable(GL_TEXTURE_2D);
2010 glColor4f(1, 1, 1, 1);
2011 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2012 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2014 if (!Game::waiting) { // hide the cursor while waiting for a key
2016 glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
2017 glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
2018 glTranslatef(1, -1, 0);
2019 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2020 glColor4f(1, 1, 1, 1);
2021 Game::cursortexture.bind();
2025 glVertex3f(-1, -1, 0.0f);
2027 glVertex3f(1, -1, 0.0f);
2029 glVertex3f(1, 1, 0.0f);
2031 glVertex3f(-1, 1, 0.0f);
2037 glMatrixMode(GL_PROJECTION);
2042 if (flashamount > 0) {
2043 if (flashamount > 1)
2045 if (flashdelay <= 0)
2046 flashamount -= multiplier;
2048 if (flashamount < 0)
2050 glDisable(GL_DEPTH_TEST);
2051 glDisable(GL_CULL_FACE);
2052 glDisable(GL_LIGHTING);
2053 glDisable(GL_TEXTURE_2D);
2055 glMatrixMode(GL_PROJECTION);
2058 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2059 glMatrixMode(GL_MODELVIEW);
2062 glScalef(screenwidth, screenheight, 1);
2063 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2065 glColor4f(flashr, flashg, flashb, flashamount);
2067 glVertex3f(0, 0, 0.0f);
2068 glVertex3f(256, 0, 0.0f);
2069 glVertex3f(256, 256, 0.0f);
2070 glVertex3f(0, 256, 0.0f);
2072 glMatrixMode(GL_PROJECTION);
2074 glMatrixMode(GL_MODELVIEW);
2076 glEnable(GL_DEPTH_TEST);
2077 glEnable(GL_CULL_FACE);
2078 glDisable(GL_BLEND);