2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "openal_wrapper.h"
28 extern int environment;
29 extern float texscale;
31 extern Terrain terrain;
32 extern Sprites sprites;
33 extern float multiplier;
35 extern float viewdistance;
36 extern float fadestart;
37 extern float screenwidth,screenheight;
38 extern int kTextureSize;
39 extern FRUSTUM frustum;
41 extern Objects objects;
43 extern float usermousesensitivity;
45 extern float camerashake;
46 extern Weapons weapons;
47 extern Person player[maxplayers];
49 extern float slomodelay;
50 extern bool ismotionblur;
52 extern float blackout;
53 extern bool damageeffects;
55 extern int numplayers;
56 extern bool texttoggle;
57 extern float blurness;
58 extern float targetblurness;
59 extern float playerdist;
60 extern bool cellophane;
62 extern float flashamount,flashr,flashg,flashb;
63 extern int flashdelay;
65 extern float motionbluramount;
67 extern bool alwaysblur;
69 extern bool tilt2weird;
70 extern bool tiltweird;
72 extern bool proportionweird;
73 extern bool vertexweird[6];
74 extern bool velocityblur;
75 extern bool buttons[3];
76 extern bool debugmode;
78 extern int oldmainmenu;
79 extern int bloodtoggle;
80 extern int difficulty;
83 //extern int texdetail;
84 extern float texdetail;
85 extern bool musictoggle;
87 extern float bonusvalue;
88 extern float bonustotal;
89 extern float bonustime;
91 extern float startbonustotal;
92 extern float bonusnum[100];
93 extern int tutoriallevel;
94 extern float smoketex;
95 extern float tutorialstagetime;
96 extern float tutorialmaxtime;
97 extern int tutorialstage;
98 extern bool againbonus;
99 extern float damagedealt;
100 extern float damagetaken;
101 extern bool invertmouse;
103 extern int numhotspots;
104 extern int winhotspot;
105 extern int killhotspot;
106 extern XYZ hotspot[40];
107 extern int hotspottype[40];
108 extern float hotspotsize[40];
109 extern char hotspottext[40][256];
110 extern int currenthotspot;
112 extern int numaccounts;
113 extern int accountactive;
114 extern int accountdifficulty[10];
115 extern int accountprogress[10];
116 extern float accountpoints[10];
117 extern float accounthighscore[10][50];
118 extern float accountfasttime[10][50];
119 extern bool accountunlocked[10][60];
120 extern char accountname[10][256];
123 extern int numflipfail;
125 extern int numstaffattack;
126 extern int numswordattack;
127 extern int numknifeattack;
128 extern int numunarmedattack;
129 extern int numescaped;
130 extern int numflipped;
131 extern int numwallflipped;
132 extern int numthrowkill;
133 extern int numafterkill;
134 extern int numreversals;
135 extern int numattacks;
136 extern int maxalarmed;
137 extern int numresponded;
139 extern bool campaign;
140 extern bool winfreeze;
142 extern float menupulse;
144 extern bool gamestart;
146 extern int numdialogues;
147 extern int numdialogueboxes[max_dialogues];
148 extern int dialoguetype[max_dialogues];
149 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
150 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
151 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
152 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
153 extern char dialoguename[max_dialogues][max_dialoguelength][64];
154 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
155 extern XYZ participantlocation[max_dialogues][10];
156 extern int participantfocus[max_dialogues][max_dialoguelength];
157 extern int participantaction[max_dialogues][max_dialoguelength];
158 extern float participantrotation[max_dialogues][10];
159 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
160 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
161 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
162 extern int indialogue;
163 extern int whichdialogue;
164 extern int directing;
165 extern float dialoguetime;
166 extern int dialoguegonethrough[20];
168 extern int accountcampaignchoicesmade[10];
169 extern int accountcampaignchoices[10][5000];
171 extern float accountcampaignhighscore[10];
172 extern float accountcampaignfasttime[10];
173 extern float accountcampaignscore[10];
174 extern float accountcampaigntime[10];
176 extern bool gamestarted;
178 extern OPENAL_SAMPLE *samp[100];
179 extern int channels[100];
180 extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
182 /*********************> DrawGLScene() <*****/
183 long long Game::MD5_string (char *string){
188 sprintf (temp, "%s",string);
191 while (i<256&&temp[i]!='\0'){
192 if(temp[i]%3==0)num+=temp[i]*124;
193 else if(temp[i]%3==1)num-=temp[i]*temp[i];
198 num=longlongabs(num);
201 while(num<LONGLONGCONST(5000000000000000)){
205 while(num>LONGLONGCONST(9900000000000000)){
211 //return 1111111111111111;
214 int Game::DrawGLScene(StereoSide side)
216 static float texcoordwidth,texcoordheight;
217 static float texviewwidth, texviewheight;
219 static GLubyte color;
220 static float newbrightness;
221 static float changespeed;
222 static XYZ checkpoint;
223 static float tempmult;
225 static char string[256]="";
226 static char string2[256]="";
227 static char string3[256]="";
229 static float lastcheck;
231 lastcheck+=multiplier;
233 if ( stereomode == stereoAnaglyph ) {
235 case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
236 case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
239 glColorMask( 1.0, 1.0, 1.0, 1.0 );
241 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
242 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
246 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
253 numboundaries=mapradius*2;
254 if(numboundaries>360)numboundaries=360;
255 for(i=0;i<numboundaries;i++){
258 boundary[i]=mapcenter+DoRotation(boundary[i]*mapradius,0,i*(360/((float)(numboundaries))),0);
267 olddrawmode=drawmode;
268 if(ismotionblur&&!loading){
269 if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
270 drawmode=motionblurmode;
271 motionbluramount=200/(findLengthfast(&player[0].velocity));
274 if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){
275 drawmode=doublevisionmode;
282 drawmode=motionblurmode;
284 slomodelay-=multiplier;
285 if(slomodelay<0)slomo=0;
289 if((!changed&&!slomo)||loading){
291 if(ismotionblur&&(/*fps>100||*/alwaysblur)){
292 if(olddrawmode!=realmotionblurmode)change=1;
294 drawmode=realmotionblurmode;
296 else if(olddrawmode==realmotionblurmode)change=2;
300 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
301 if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
303 if(winfreeze||mainmenu)drawmode=normalmode;
306 if(drawmode==glowmode){
312 DSpContext_FadeGamma(NULL,200,&color2);
316 if(drawtoggle!=2)drawtoggle=1-drawtoggle;
320 texviewwidth=kTextureSize;
321 if(texviewwidth>screenwidth)texviewwidth=screenwidth;
322 texviewheight=kTextureSize;
323 if(texviewheight>screenheight)texviewheight=screenheight;
325 texcoordwidth=screenwidth/kTextureSize;
326 texcoordheight=screenheight/kTextureSize;
327 if(texcoordwidth>1)texcoordwidth=1;
328 if(texcoordheight>1)texcoordheight=1;
331 glDrawBuffer(GL_BACK);
332 glReadBuffer(GL_BACK);
334 /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 );
335 else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
337 if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
338 blurness=targetblurness;
339 targetblurness=(float)(abs(Random()%100))/40;
341 if(blurness<targetblurness)blurness+=multiplier*5;
342 if(blurness>targetblurness)blurness-=multiplier*5;
345 static XYZ terrainlight;
346 static float distance;
347 //if(drawmode==normalmode)ReSizeGLScene(90,.1);
348 if(drawmode==normalmode)ReSizeGLScene(90,.1f);
349 if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);
350 glDepthFunc(GL_LEQUAL);
352 glAlphaFunc(GL_GREATER, 0.0001f);
353 glEnable(GL_ALPHA_TEST);
354 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
355 glClear(GL_DEPTH_BUFFER_BIT);
357 glMatrixMode (GL_MODELVIEW);
358 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
361 // Move the camera for the current eye's point of view.
362 // Reverse the movement if we're reversing stereo
363 glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0);
365 if(!cameramode&&!freeze&&!winfreeze){
366 glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
367 glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
368 glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
370 if(cameramode||freeze||winfreeze){
371 //glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
372 glRotatef(rotation2,1,0,0);
373 glRotatef(rotation,0,1,0);
376 if(environment==desertenvironment){
377 glRotatef((float)(abs(Random()%100))/3000-1,1,0,0);
378 glRotatef((float)(abs(Random()%100))/3000-1,0,1,0);
379 //glRotatef(blurness/40-1,1,0,0);
380 //glRotatef(blurness/40-1,0,1,0);
382 SetUpLight(&light,0);
384 if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
385 if(environment==desertenvironment){
386 glRotatef((float)(abs(Random()%100))/1000,1,0,0);
387 glRotatef((float)(abs(Random()%100))/1000,0,1,0);
390 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
392 glTranslatef(-viewer.x,-viewer.y,-viewer.z);
393 frustum.GetFrustum();
397 static float size,opacity,rotation;
399 for(k=0;k<numplayers;k++){
400 if(!player[k].skeleton.free&&player[k].playerdetail&&player[k].howactive<typesleeping)
401 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y+player[k].scale*3,player[k].coords.z,player[k].scale*7)&&player[k].occluded<25)
402 for(i=0;i<player[k].skeleton.num_joints;i++){
403 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
404 point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
406 opacity=.4-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
407 if(k!=0&&tutoriallevel==1){
408 opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
410 terrain.MakeDecal(shadowdecal,point,size,opacity,rotation);
411 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
412 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
413 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
414 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
415 point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
418 if(k!=0&&tutoriallevel==1){
419 opacity=.2+.2*sin(smoketex*6+i);
421 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
426 if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
427 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
428 for(i=0;i<player[k].skeleton.num_joints;i++){
429 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin||player[k].skeleton.joints[i].label==leftelbow||player[k].skeleton.joints[i].label==rightelbow||player[k].skeleton.joints[i].label==neck){
430 if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
431 else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
433 opacity=.4-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
434 if(k!=0&&tutoriallevel==1){
435 opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
437 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
438 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
439 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
440 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
441 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
442 if(player[k].skeleton.free)point=DoRotation(player[k].skeleton.joints[i].position*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
443 else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
446 if(k!=0&&tutoriallevel==1){
447 opacity=.2+.2*sin(smoketex*6+i);
449 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
455 if(!player[k].playerdetail)
456 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
458 point=player[k].coords;
460 opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
461 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
462 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
463 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
464 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
465 point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
468 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
474 glEnable(GL_TEXTURE_2D);
476 glEnable(GL_DEPTH_TEST);
477 glEnable(GL_CULL_FACE);
479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
481 glBindTexture( GL_TEXTURE_2D, terraintexture);
483 glBindTexture( GL_TEXTURE_2D, terraintexture2);
485 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
486 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
489 terrain.drawdecals();
492 glEnable(GL_CULL_FACE);
493 glEnable(GL_LIGHTING);
495 glEnable(GL_TEXTURE_2D);
498 glEnable(GL_COLOR_MATERIAL);
513 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
514 glEnable(GL_CULL_FACE);
515 glCullFace(GL_FRONT);
517 for(k=0;k<numplayers;k++){
518 if(k==0||tutoriallevel!=1){
520 glEnable(GL_LIGHTING);
521 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
522 distance=findDistancefast(&viewer,&player[k].coords);
523 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
524 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
525 if(distance>=1)glDisable(GL_BLEND);
527 checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
529 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
530 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
532 player[k].occluded+=1;
533 player[k].lastoccluded=i;
535 else player[k].occluded=0;
536 if(player[k].occluded<25)player[k].DrawSkeleton();
542 if(!cameramode&&musictype==stream_music2)playerdist=findDistancefastflat(&player[0].coords,&viewer);
543 else playerdist=-100;
546 glEnable(GL_TEXTURE_2D);
551 if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){
552 glAlphaFunc(GL_GREATER, 0.0001f);
554 glDisable(GL_CULL_FACE);
555 glDisable(GL_LIGHTING);
557 glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
558 glRotatef(hawkrotation,0,1,0);
559 glTranslatef(25,0,0);
560 distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
561 glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
562 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
563 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
564 hawk.drawdifftex(hawktexture);
569 /*glEnable(GL_CULL_FACE);
570 glCullFace(GL_FRONT);
572 for(k=0;k<numplayers;k++){
574 glEnable(GL_LIGHTING);
575 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
576 distance=findDistancefast(&viewer,&player[k].coords);
577 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
578 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
579 if(distance>=1)glDisable(GL_BLEND);
581 checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
583 if(checkcollide(viewer,checkpoint)){
584 player[k].occluded+=1;
586 else player[k].occluded=0;
587 if(player[k].occluded<25)player[k].DrawSkeleton();
591 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
592 glEnable(GL_CULL_FACE);
593 glCullFace(GL_FRONT);
595 for(k=0;k<numplayers;k++){
596 if(!(k==0||tutoriallevel!=1)){
598 glEnable(GL_LIGHTING);
599 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
600 distance=findDistancefast(&viewer,&player[k].coords);
601 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
602 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
603 if(distance>=1)glDisable(GL_BLEND);
605 checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
607 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
608 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
610 player[k].occluded+=1;
611 player[k].lastoccluded=i;
613 else player[k].occluded=0;
614 if(player[k].occluded<25)player[k].DrawSkeleton();
621 glEnable(GL_TEXTURE_2D);
626 glDisable(GL_COLOR_MATERIAL);
628 glDisable(GL_LIGHTING);
629 glDisable(GL_TEXTURE_2D);
637 glDisable(GL_LIGHTING);
638 glDisable(GL_TEXTURE_2D);
639 glDisable(GL_COLOR_MATERIAL);
642 for(k=0;k<numplayers;k++){
643 if(player[k].numwaypoints>1){
644 glBegin(GL_LINE_LOOP);
645 for(i=0;i<player[k].numwaypoints;i++){
646 glVertex3f(player[k].waypoints[i].x,player[k].waypoints[i].y+.5,player[k].waypoints[i].z);
655 for(k=0;k<numpathpoints;k++){
656 if(numpathpointconnect[k]){
657 for(i=0;i<numpathpointconnect[k];i++){
658 glBegin(GL_LINE_LOOP);
659 glVertex3f(pathpoint[k].x,pathpoint[k].y+.5,pathpoint[k].z);
660 glVertex3f(pathpoint[pathpointconnect[k][i]].x,pathpoint[pathpointconnect[k][i]].y+.5,pathpoint[pathpointconnect[k][i]].z);
668 glVertex3f(pathpoint[pathpointselected].x,pathpoint[pathpointselected].y+.5,pathpoint[pathpointselected].z);
675 glEnable(GL_TEXTURE_2D);
676 glColor4f(.5,.5,.5,1);
678 sprintf (string, " ",(int)(fps));
679 text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
682 if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
683 if(bonus==tracheotomy)sprintf (string, "Tracheotomy!");
684 else if(bonus==backstab)sprintf (string, "Backstabber!");
685 else if(bonus==spinecrusher)sprintf (string, "Spinecrusher!");
686 else if(bonus==ninja)sprintf (string, "Ninja Bonus!");
687 else if(bonus==style)sprintf (string, "Style Bonus!");
688 else if(bonus==cannon)sprintf (string, "Leg Cannon!");
689 else if(bonus==aimbonus)sprintf (string, "Nice Aim!");
690 else if(bonus==deepimpact)sprintf (string, "Heavy Impact!");
691 else if(bonus==touchofdeath)sprintf (string, "Touch of Death!");
692 else if(bonus==swordreversebonus)sprintf (string, "Sword Disarm!");
693 else if(bonus==staffreversebonus)sprintf (string, "Staff Disarm!");
694 else if(bonus==reverseko)sprintf (string, "Reversal KO!");
695 else if(bonus==solidhit)sprintf (string, "Solid Hit!");
696 else if(bonus==twoxcombo)sprintf (string, "2X Combo!");
697 else if(bonus==threexcombo)sprintf (string, "3X Combo!");
698 else if(bonus==fourxcombo)sprintf (string, "4X COMBO!");
699 else if(bonus==megacombo)sprintf (string, "MEGA COMBO!");
700 else if(bonus==Reversal)sprintf (string, "Reversal!");
701 else if(bonus==Stabbonus)sprintf (string, "Punctured!");
702 else if(bonus==Slicebonus)sprintf (string, "Sliced!");
703 else if(bonus==Bullseyebonus)sprintf (string, "Bullseye!");
704 else if(bonus==Slashbonus)sprintf (string, "Slashed!");
705 else if(bonus==Wolfbonus)sprintf (string, "WOLF SLAYER!");
706 else if(bonus==FinishedBonus)sprintf (string, "SLAIN!");
707 else if(bonus==TackleBonus)sprintf (string, "Tackle!");
708 else if(bonus==AboveBonus)sprintf (string, "Death from Above!");
709 else sprintf (string, "Excellent!");
711 glColor4f(0,0,0,1-bonustime);
712 text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768);
713 glColor4f(1,0,0,1-bonustime);
714 text.glPrint(1024/2-10*strlen(string),768/16+768*4/5,string,1,2,1024,768);
716 sprintf (string, "%d",(int)bonusvalue);
717 glColor4f(0,0,0,1-bonustime);
718 text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
719 glColor4f(1,0,0,1-bonustime);
720 text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
721 glColor4f(.5,.5,.5,1);
724 if(tutoriallevel==1){
725 tutorialopac=tutorialmaxtime-tutorialstagetime;
726 if(tutorialopac>1)tutorialopac=1;
727 if(tutorialopac<0)tutorialopac=0;
729 sprintf (string, " ");
730 sprintf (string2, " ");
731 sprintf (string3, " ");
732 if(tutorialstage==0){
733 sprintf (string, " ");
734 sprintf (string2, " ");
735 sprintf (string3, " ");
737 if(tutorialstage==1){
738 sprintf (string, "Welcome to the Lugaru training level!");
739 sprintf (string2, " ");
740 sprintf (string3, " ");
742 if(tutorialstage==2){
743 sprintf (string, "BASIC MOVEMENT:");
744 sprintf (string2, " ");
745 sprintf (string3, " ");
747 if(tutorialstage==3){
748 sprintf (string, "You can move the mouse to rotate the camera.");
749 sprintf (string2, " ");
750 sprintf (string3, " ");
752 if(tutorialstage==4){
753 sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey));
754 sprintf (string2, "All movement is relative to the camera.");
755 sprintf (string3, " ");
757 if(tutorialstage==5){
758 sprintf (string, "Please press %s to jump.",KeyToChar(jumpkey));
759 sprintf (string2, "You can hold it longer to jump higher.");
760 sprintf (string3, " ");
762 if(tutorialstage==6){
763 sprintf (string, "You can press %s to crouch.",KeyToChar(crouchkey));
764 sprintf (string2, "You can jump higher from a crouching position.");
765 sprintf (string3, " ");
767 if(tutorialstage==7){
768 sprintf (string, "While running, you can press %s to roll.",KeyToChar(crouchkey));
769 sprintf (string2, " ");
770 sprintf (string3, " ");
772 if(tutorialstage==8){
773 sprintf (string, "While crouching, you can sneak around silently");
774 sprintf (string2, "using the movement keys.");
775 sprintf (string3, " ");
777 if(tutorialstage==9){
778 sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
779 sprintf (string2, "to run animal-style.");
780 sprintf (string3, " ");
782 if(tutorialstage==10){
783 sprintf (string, "ADVANCED MOVEMENT:");
784 sprintf (string2, " ");
785 sprintf (string3, " ");
787 if(tutorialstage==11){
788 sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey));
789 sprintf (string2, "during impact to perform a walljump.");
790 sprintf (string3, "Be sure to use the movement keys to press against the wall");
792 if(tutorialstage==12){
793 sprintf (string, "While in the air, you can press crouch to flip.",KeyToChar(jumpkey));
794 sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
795 sprintf (string3, " ");
797 if(tutorialstage==13){
798 sprintf (string, "BASIC COMBAT:");
799 sprintf (string2, " ");
800 sprintf (string3, " ");
802 if(tutorialstage==14){
803 sprintf (string, "There is now an imaginary enemy");
804 sprintf (string2, "in the middle of the training area.");
805 sprintf (string3, " ");
807 if(tutorialstage==15){
808 if(attackkey==MAC_MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
809 else sprintf (string, "Press %s to attack when you are near an enemy.",KeyToChar(attackkey));
810 sprintf (string2, "You can punch by standing still near an enemy and attacking.");
811 sprintf (string3, " ");
813 if(tutorialstage==16){
814 sprintf (string, "If you are close, you will perform a weak punch.");
815 sprintf (string2, "The weak punch is excellent for starting attack combinations.");
816 sprintf (string3, " ");
818 if(tutorialstage==17){
819 sprintf (string, "Attacking while running results in a spin kick.");
820 sprintf (string2, "This is one of your most powerful ground attacks.");
821 sprintf (string3, " ");
823 if(tutorialstage==18){
824 sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
825 sprintf (string2, "This is a very fast attack, and easy to follow up.");
826 sprintf (string3, " ");
828 if(tutorialstage==19){
829 sprintf (string, "When an enemy is on the ground, you can deal some extra");
830 sprintf (string2, "damage by running up and drop-kicking him.");
831 sprintf (string3, "(Try knocking them down with a sweep first)");
833 if(tutorialstage==20){
834 sprintf (string, "Your most powerful individual attack is the rabbit kick.");
835 if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
836 else sprintf (string2, "Run at the enemy while holding %s, and press", KeyToChar(attackkey));
837 sprintf (string3, "the jump key (%s) to attack.",KeyToChar(jumpkey));
839 if(tutorialstage==21){
840 sprintf (string, "This attack is devastating if timed correctly.");
841 sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
842 if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
843 else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
845 if(tutorialstage==22){
846 sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
847 sprintf (string2, "him instantly. Move close behind this enemy");
848 sprintf (string3, "and attack.");
850 if(tutorialstage==23){
851 sprintf (string, "Another important attack is the wall kick. When an enemy");
852 sprintf (string2, "is near a wall, perform a walljump nearby and hold");
853 sprintf (string3, "the attack key during impact with the wall.");
855 if(tutorialstage==24){
856 sprintf (string, "You can tackle enemies by running at them animal-style");
857 if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey));
858 else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),KeyToChar(attackkey));
859 sprintf (string3, "This is especially useful when they are running away.");
861 if(tutorialstage==25){
862 sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
863 sprintf (string2, "against enemies with swords or other long weapons.");
864 sprintf (string3, " ");
866 if(tutorialstage==26){
867 sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
868 sprintf (string2, " ");
869 sprintf (string3, " ");
871 if(tutorialstage==27){
872 sprintf (string, "The enemy can now reverse your attacks.");
873 sprintf (string2, " ");
874 sprintf (string3, " ");
876 if(tutorialstage==28){
877 sprintf (string, "If you attack, you will notice that the enemy now sometimes");
878 sprintf (string2, "catches your attack and uses it against you. Hold");
879 sprintf (string3, "crouch (%s) after attacking to escape from reversals.",KeyToChar(crouchkey));
881 if(tutorialstage==29){
882 sprintf (string, "Try escaping from two more reversals in a row.");
883 sprintf (string2, " ");
884 sprintf (string3, " ");
886 if(tutorialstage==30){
887 sprintf (string, "Good!");
888 sprintf (string2, " ");
889 sprintf (string3, " ");
891 if(tutorialstage==31){
892 sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey));
893 sprintf (string2, "enemy's attack. You must also be close to the enemy;");
894 sprintf (string3, "this is especially important against armed opponents.");
896 if(tutorialstage==32){
897 sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
898 sprintf (string2, "This imaginary opponents attacks will be highlighted");
899 sprintf (string3, "to make this easier.");
901 if(tutorialstage==33){
902 sprintf (string, "Reverse three enemy attacks!");
903 sprintf (string2, " ");
904 sprintf (string3, " ");
906 if(tutorialstage==34){
907 sprintf (string, "Reverse two more enemy attacks!");
908 sprintf (string2, " ");
909 sprintf (string3, " ");
911 if(tutorialstage==35){
912 sprintf (string, "Reverse one more enemy attack!");
913 sprintf (string2, " ");
914 sprintf (string3, " ");
916 if(tutorialstage==36){
917 sprintf (string, "Excellent!");
918 sprintf (string2, " ");
919 sprintf (string3, " ");
921 if(tutorialstage==37){
922 sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
923 sprintf (string2, "Damage dealt: %d",(int)damagedealt);
924 sprintf (string3, "Damage taken: %d.",(int)damagetaken);
926 if(tutorialstage==38){
927 sprintf (string, "WEAPONS:");
928 sprintf (string2, " ");
929 sprintf (string3, " ");
931 if(tutorialstage==39){
932 sprintf (string, "There is now an imaginary knife");
933 sprintf (string2, "in the center of the training area.");
934 sprintf (string3, " ");
936 if(tutorialstage==40){
937 sprintf (string, "Stand, roll or handspring over the knife");
938 sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey));
939 sprintf (string3, "You can crouch and press the same key to drop it again.");
941 if(tutorialstage==41){
942 sprintf (string, "You can equip and unequip weapons using the %s key.",KeyToChar(drawkey));
943 sprintf (string2, "Sometimes it is best to keep them unequipped to");
944 sprintf (string3, "prevent enemies from taking them. ");
946 if(tutorialstage==42){
947 sprintf (string, "The knife is the smallest weapon and the least encumbering.");
948 sprintf (string2, "You can equip or unequip it while standing, crouching,");
949 sprintf (string3, "running or flipping.");
951 if(tutorialstage==43){
952 sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
953 sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
954 sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
956 if(tutorialstage==44){
957 sprintf (string, "The enemy now has your knife!");
958 sprintf (string2, "Please reverse two of his knife attacks.");
959 sprintf (string3, " ");
961 if(tutorialstage==45){
962 sprintf (string, "Please reverse one more of his knife attacks.");
963 sprintf (string2, " ");
964 sprintf (string3, " ");
966 if(tutorialstage==46){
967 sprintf (string, "Now he has a sword!");
968 sprintf (string2, "The sword has longer reach than your arms, so you");
969 sprintf (string3, "must move close to reverse the sword slash.");
971 if(tutorialstage==47){
972 sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
973 sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
974 sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
976 if(tutorialstage==48){
977 sprintf (string, "The staff is like the sword, but has two main attacks.");
978 sprintf (string2, "The standing smash is fast and effective, and the running");
979 sprintf (string3, "spin smash is slower and more powerful.");
981 if(tutorialstage==49){
982 sprintf (string, "When facing an enemy, you can throw the knife with %s.",KeyToChar(throwkey));
983 sprintf (string2, "It is possible to throw the knife while flipping,");
984 sprintf (string3, "but it is very inaccurate.");
986 if(tutorialstage==50){
987 sprintf (string, "You now know everything you can learn from training.");
988 sprintf (string2, "Everything else you must learn from experience!");
989 sprintf (string3, " ");
991 if(tutorialstage==51){
992 sprintf (string, "Walk out of the training area to return to the main menu.");
993 sprintf (string2, " ");
994 sprintf (string3, " ");
997 glColor4f(0,0,0,tutorialopac);
998 text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
999 text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1000 text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1001 glColor4f(1,1,1,tutorialopac);
1002 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
1003 text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight);
1004 text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight);
1006 sprintf (string, "Press 'tab' to skip to the next item.",KeyToChar(jumpkey));
1007 sprintf (string2, "Press escape at any time to");
1008 sprintf (string3, "pause or exit the tutorial.");
1011 text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
1012 text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
1013 text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
1014 glColor4f(0.5,0.5,0.5,1);
1015 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
1016 text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
1017 text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
1021 if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
1023 float closestdist=-1;
1025 closest=currenthotspot;
1026 for(i=0;i<numhotspots;i++){
1027 distance=findDistancefast(&player[0].coords,&hotspot[i]);
1028 if(closestdist==-1||distance<closestdist){
1029 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
1030 closestdist=distance;
1036 currenthotspot=closest;
1037 if(currenthotspot!=-1){
1038 if(hotspottype[closest]<=10){
1039 if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
1040 tutorialstagetime=0;
1042 tutorialopac=tutorialmaxtime-tutorialstagetime;
1043 if(tutorialopac>1)tutorialopac=1;
1044 if(tutorialopac<0)tutorialopac=0;
1046 sprintf (string, "%s", hotspottext[closest]);
1054 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1055 glColor4f(0,0,0,tutorialopac);
1056 text.glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
1057 glColor4f(1,1,1,tutorialopac);
1058 text.glPrint(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);
1061 if(string[i]=='\0')done=1;
1067 else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
1068 whichdialogue=hotspottype[closest]-20;
1069 for(j=0;j<numdialogueboxes[whichdialogue];j++){
1070 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
1071 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
1072 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
1073 player[participantfocus[whichdialogue][j]].velocity=0;
1074 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
1075 player[participantfocus[whichdialogue][j]].targetframe=0;
1079 dialoguegonethrough[whichdialogue]++;
1080 if(dialogueboxsound[whichdialogue][indialogue]!=0){
1081 static float gLoc[3];
1082 static float vel[3];
1083 gLoc[0]=player[participantfocus[whichdialogue][indialogue]].coords.x;
1084 gLoc[1]=player[participantfocus[whichdialogue][indialogue]].coords.y;
1085 gLoc[2]=player[participantfocus[whichdialogue][indialogue]].coords.z;
1090 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
1091 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
1092 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
1093 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
1094 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
1095 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
1096 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1097 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1098 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1099 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1100 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1101 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1102 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1103 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1104 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1105 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1106 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1107 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1108 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1109 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1110 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
1111 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
1112 OPENAL_SetVolume(channels[whichsoundplay], 256);
1113 OPENAL_SetPaused(channels[whichsoundplay], false);
1119 if(indialogue!=-1&&!mainmenu){
1120 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1121 glDisable(GL_CULL_FACE);
1122 glDisable(GL_LIGHTING);
1123 glDisable(GL_TEXTURE_2D);
1125 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1126 glPushMatrix(); // Store The Projection Matrix
1127 glLoadIdentity(); // Reset The Projection Matrix
1128 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1129 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1130 glPushMatrix(); // Store The Modelview Matrix
1131 glLoadIdentity(); // Reset The Modelview Matrix
1132 if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
1133 glScalef(screenwidth,screenheight/4,1);
1134 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1137 glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
1139 glVertex3f(0, 0, 0.0f);
1140 glVertex3f(1, 0, 0.0f);
1141 glVertex3f(1, 1, 0.0f);
1142 glVertex3f(0, 1, 0.0f);
1144 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1145 glPopMatrix(); // Restore The Old Projection Matrix
1146 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1147 glPopMatrix(); // Restore The Old Projection Matrix
1148 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1149 glEnable(GL_CULL_FACE);
1150 glDisable(GL_BLEND);
1152 glEnable(GL_TEXTURE_2D);
1159 startx=screenwidth*1/5;
1160 if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
1161 if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
1163 // char tempname[64];
1167 // for(i=0;i<64;i++){
1172 for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
1173 tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
1175 if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
1176 //if(tempnum>2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0;
1177 //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')goodchar=0;
1178 if(goodchar)tempnum++;
1179 else tempname[tempnum]='\0';
1182 sprintf (string, "%s: ", tempname);
1184 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1185 glColor4f(0,0,0,tutorialopac);
1186 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1187 glColor4f(0.7,0.7,0.7,tutorialopac);
1188 text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
1192 glColor4f(0,0,0,tutorialopac);
1193 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1198 for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
1199 tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
1200 if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
1204 sprintf (string, "%s", tempname);
1213 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1214 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1215 glColor4f(0,0,0,tutorialopac);
1216 text.glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
1217 glColor4f(1,1,1,tutorialopac);
1218 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1222 glColor4f(0,0,0,tutorialopac);
1223 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1227 if(string[i]=='\0')done=1;
1234 if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
1236 if(!scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal);
1237 if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(int)bonustotal);
1239 if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
1241 text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
1243 text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
1246 glColor4f(.5,.5,.5,1);
1249 if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
1250 sprintf (string, "The framespersecond is %d.",(int)(fps));
1251 text.glPrint(10,30,string,0,.8,1024,768);
1253 sprintf (string, "Name: %s", registrationname);
1254 text.glPrint(10,260,string,0,.8,1024,768);
1257 if(editorenabled)sprintf (string, "Map editor enabled.");
1258 if(!editorenabled)sprintf (string, "Map editor Disabled.");
1259 text.glPrint(10,60,string,0,.8,1024,768);
1261 sprintf (string, "Object size: %f",editorsize);
1262 text.glPrint(10,75,string,0,.8,1024,768);
1263 if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
1264 else sprintf (string, "Object rotation: Random");
1265 text.glPrint(10,90,string,0,.8,1024,768);
1266 if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
1267 else sprintf (string, "Object rotation2: Random");
1268 text.glPrint(10,105,string,0,.8,1024,768);
1269 sprintf (string, "Object type: %d",editortype);
1270 text.glPrint(10,120,string,0,.8,1024,768);
1271 if(editortype==boxtype)sprintf (string, "(box)");
1272 if(editortype==treetrunktype)sprintf (string, "(tree)");
1273 if(editortype==walltype)sprintf (string, "(wall)");
1274 if(editortype==weirdtype)sprintf (string, "(weird)");
1275 if(editortype==spiketype)sprintf (string, "(spike)");
1276 if(editortype==rocktype)sprintf (string, "(rock)");
1277 if(editortype==bushtype)sprintf (string, "(bush)");
1278 if(editortype==tunneltype)sprintf (string, "(tunnel)");
1279 if(editortype==chimneytype)sprintf (string, "(chimney)");
1280 if(editortype==platformtype)sprintf (string, "(platform)");
1281 if(editortype==cooltype)sprintf (string, "(cool)");
1282 if(editortype==firetype)sprintf (string, "(fire)");
1283 text.glPrint(130,120,string,0,.8,1024,768);
1285 sprintf (string, "Numplayers: %d",numplayers);
1286 text.glPrint(10,155,string,0,.8,1024,768);
1287 sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
1288 text.glPrint(10,140,string,0,.8,1024,768);
1290 /*sprintf (string, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z);
1291 text.glPrint(10,200,string,0,.8,1024,768);*/
1292 sprintf (string, "Difficulty: %d",difficulty);
1293 text.glPrint(10,240,string,0,.8,1024,768);
1295 sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]);
1296 text.glPrint(10,240,string,0,.8,1024,768);
1297 sprintf (string, "killhotspot: %d",killhotspot);
1298 text.glPrint(10,220,string,0,.8,1024,768);
1299 sprintf (string, "winhotspot: %d",winhotspot);
1300 text.glPrint(10,200,string,0,.8,1024,768);*/
1305 if(drawmode==glowmode){
1306 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1307 glDisable(GL_CULL_FACE);
1308 glDisable(GL_LIGHTING);
1309 glDisable(GL_TEXTURE_2D);
1311 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1312 glPushMatrix(); // Store The Projection Matrix
1313 glLoadIdentity(); // Reset The Projection Matrix
1314 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1315 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1316 glPushMatrix(); // Store The Modelview Matrix
1317 glLoadIdentity(); // Reset The Modelview Matrix
1318 glScalef(screenwidth,screenheight,1);
1319 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1321 glColor4f(0,0,0,.5);
1323 glVertex3f(0, 0, 0.0f);
1324 glVertex3f(256, 0, 0.0f);
1325 glVertex3f(256, 256, 0.0f);
1326 glVertex3f(0, 256, 0.0f);
1328 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1329 glPopMatrix(); // Restore The Old Projection Matrix
1330 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1331 glPopMatrix(); // Restore The Old Projection Matrix
1332 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1333 glEnable(GL_CULL_FACE);
1334 glDisable(GL_BLEND);
1338 if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
1339 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1340 glDisable(GL_CULL_FACE);
1341 glDisable(GL_LIGHTING);
1342 glDisable(GL_TEXTURE_2D);
1344 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1345 glPushMatrix(); // Store The Projection Matrix
1346 glLoadIdentity(); // Reset The Projection Matrix
1347 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1348 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1349 glPushMatrix(); // Store The Modelview Matrix
1350 glLoadIdentity(); // Reset The Modelview Matrix
1351 glScalef(screenwidth,screenheight,1);
1352 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1354 if(player[0].dead)blackout+=multiplier*3;
1355 if(player[0].dead==1)blackout=.4f;
1356 if(player[0].dead==2&&blackout>.6)blackout=.6;
1357 glColor4f(0,0,0,blackout);
1358 if(!player[0].dead){
1359 if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
1360 glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
1361 blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
1364 glColor4f(0,0,0,player[0].blooddimamount*.3);
1365 blackout=player[0].blooddimamount*.3;
1368 if(console)glColor4f(.7,0,0,.2);
1370 glVertex3f(0, 0, 0.0f);
1371 glVertex3f(256, 0, 0.0f);
1372 glVertex3f(256, 256, 0.0f);
1373 glVertex3f(0, 256, 0.0f);
1375 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1376 glPopMatrix(); // Restore The Old Projection Matrix
1377 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1378 glPopMatrix(); // Restore The Old Projection Matrix
1379 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1380 glEnable(GL_CULL_FACE);
1381 glDisable(GL_BLEND);
1385 if(flashamount>0&&damageeffects){
1386 if(flashamount>1)flashamount=1;
1387 if(flashdelay<=0)flashamount-=multiplier;
1389 if(flashamount<0)flashamount=0;
1390 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1391 glDisable(GL_CULL_FACE);
1392 glDisable(GL_LIGHTING);
1394 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1395 glPushMatrix(); // Store The Projection Matrix
1396 glLoadIdentity(); // Reset The Projection Matrix
1397 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1398 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1399 glPushMatrix(); // Store The Modelview Matrix
1400 glLoadIdentity(); // Reset The Modelview Matrix
1401 glScalef(screenwidth,screenheight,1);
1402 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1404 glColor4f(flashr,flashg,flashb,flashamount);
1406 glVertex3f(0, 0, 0.0f);
1407 glVertex3f(256, 0, 0.0f);
1408 glVertex3f(256, 256, 0.0f);
1409 glVertex3f(0, 256, 0.0f);
1411 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1412 glPopMatrix(); // Restore The Old Projection Matrix
1413 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1414 glPopMatrix(); // Restore The Old Projection Matrix
1415 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1416 glEnable(GL_CULL_FACE);
1417 glDisable(GL_BLEND);
1423 glEnable(GL_TEXTURE_2D);
1426 sprintf (string, " ]");
1427 text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
1429 sprintf (string, "_");
1430 text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
1434 if((i!=0||chatting)&&displaytime[i]<4)
1435 for(j=0;j<displaychars[i];j++){
1436 glColor4f(1,1,1,4-displaytime[i]);
1437 if(j<displaychars[i]){
1438 sprintf (string, "%c",displaytext[i][j]);
1439 text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
1445 if(minimap&&indialogue==-1){
1449 glDisable(GL_DEPTH_TEST);
1450 glColor3f (1.0, 1.0, 1.0); // no coloring
1452 glEnable(GL_TEXTURE_2D);
1453 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1454 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1455 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1456 glDisable(GL_CULL_FACE);
1457 glDisable(GL_LIGHTING);
1459 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1460 glPushMatrix(); // Store The Projection Matrix
1461 glLoadIdentity(); // Reset The Projection Matrix
1462 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1463 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1464 glPushMatrix(); // Store The Modelview Matrix
1465 glLoadIdentity(); // Reset The Modelview Matrix
1466 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1467 glTranslatef(1.75,.25,0);
1468 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1478 int numliveplayers=0;
1479 for(i=0;i<numplayers;i++){
1480 if(!player[i].dead)numliveplayers++;
1486 for(i=0;i<objects.numobjects;i++){
1487 if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
1488 center+=objects.position[i];
1492 for(i=0;i<numplayers;i++){
1493 if(!player[i].dead)center+=player[i].coords;
1495 center/=numadd+numliveplayers;
1497 center=player[0].coords;
1499 float maxdistance=0;
1502 for(i=0;i<objects.numobjects;i++){
1503 tempdist=findDistancefast(¢er,&objects.position[i]);
1504 if(tempdist>maxdistance){
1506 maxdistance=tempdist;
1509 for(i=0;i<numplayers;i++){
1510 if(!player[i].dead){
1511 tempdist=findDistancefast(¢er,&player[i].coords);
1512 if(tempdist>maxdistance){
1514 maxdistance=tempdist;
1518 radius=fast_sqrt(maxdistance);
1522 glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
1524 glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
1525 /*float startx,starty,endx,endy;
1527 glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
1528 glVertex3f(-1, -1, 0.0f);
1529 glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
1530 glVertex3f(1, -1, 0.0f);
1531 glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
1532 glVertex3f(1, 1, 0.0f);
1533 glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
1534 glVertex3f(-1, 1, 0.0f);
1537 glRotatef(player[0].lookrotation*-1+180,0,0,1);
1538 glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
1539 for(i=0;i<objects.numobjects;i++){
1540 if(objects.type[i]==treetrunktype){
1541 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1542 if(distcheck<mapviewdist){
1543 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1544 glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
1546 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1547 glRotatef(objects.rotation[i],0,0,1);
1548 glScalef(.003,.003,.003);
1551 glVertex3f(-1, -1, 0.0f);
1553 glVertex3f(1, -1, 0.0f);
1555 glVertex3f(1, 1, 0.0f);
1557 glVertex3f(-1, 1, 0.0f);
1562 if(objects.type[i]==boxtype){
1563 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1564 if(distcheck<mapviewdist){
1565 glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
1566 glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
1568 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1569 glRotatef(objects.rotation[i],0,0,1);
1570 glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
1573 glVertex3f(-1, -1, 0.0f);
1575 glVertex3f(1, -1, 0.0f);
1577 glVertex3f(1, 1, 0.0f);
1579 glVertex3f(-1, 1, 0.0f);
1586 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1587 for(i=0;i<numboundaries;i++){
1588 glColor4f(0,0,0,opac/3);
1590 glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
1591 glScalef(.002,.002,.002);
1594 glVertex3f(-1, -1, 0.0f);
1596 glVertex3f(1, -1, 0.0f);
1598 glVertex3f(1, 1, 0.0f);
1600 glVertex3f(-1, 1, 0.0f);
1605 for(i=0;i<numplayers;i++){
1606 distcheck=findDistancefast(&player[0].coords,&player[i].coords);
1607 if(distcheck<mapviewdist){
1609 glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
1610 if(i==0)glColor4f(1,1,1,opac);
1611 else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
1612 else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
1613 else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
1614 else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
1615 else glColor4f(1,1,0,1);
1616 glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
1617 glRotatef(player[i].rotation+180,0,0,1);
1618 glScalef(.005,.005,.005);
1621 glVertex3f(-1, -1, 0.0f);
1623 glVertex3f(1, -1, 0.0f);
1625 glVertex3f(1, 1, 0.0f);
1627 glVertex3f(-1, 1, 0.0f);
1629 /*glBegin(GL_TRIANGLES);
1631 glVertex3f(-1, -1, 0.0f);
1633 glVertex3f(1, -1, 0.0f);
1635 glVertex3f(0, 1, 0.0f);
1640 /*glBegin(GL_QUADS);
1642 glVertex3f(-1, -1, 0.0f);
1644 glVertex3f(1, -1, 0.0f);
1646 glVertex3f(1, 1, 0.0f);
1648 glVertex3f(-1, 1, 0.0f);
1651 glDisable(GL_TEXTURE_2D);
1652 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1653 glPopMatrix(); // Restore The Old Projection Matrix
1654 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1655 glPopMatrix(); // Restore The Old Projection Matrix
1656 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1657 glEnable(GL_CULL_FACE);
1658 glDisable(GL_BLEND);
1664 drawmode=normalmode;
1668 if(loading&&!stealthloading&&(!campaign||player[0].dead)){
1669 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1670 glDisable(GL_CULL_FACE);
1671 glDisable(GL_LIGHTING);
1672 glDisable(GL_TEXTURE_2D);
1674 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1675 glPushMatrix(); // Store The Projection Matrix
1676 glLoadIdentity(); // Reset The Projection Matrix
1677 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1678 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1679 glPushMatrix(); // Store The Modelview Matrix
1680 glLoadIdentity(); // Reset The Modelview Matrix
1681 glScalef(screenwidth,screenheight,1);
1682 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1684 glColor4f(0,0,0,.7);
1686 glVertex3f(0, 0, 0.0f);
1687 glVertex3f(256, 0, 0.0f);
1688 glVertex3f(256, 256, 0.0f);
1689 glVertex3f(0, 256, 0.0f);
1691 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1692 glPopMatrix(); // Restore The Old Projection Matrix
1693 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1694 glPopMatrix(); // Restore The Old Projection Matrix
1695 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1696 glEnable(GL_CULL_FACE);
1697 glDisable(GL_BLEND);
1701 glDisable(GL_DEPTH_TEST);
1702 glColor3f (1.0, 1.0, 1.0); // no coloring
1704 glEnable(GL_TEXTURE_2D);
1705 /*glBindTexture( GL_TEXTURE_2D, logotexture);
1706 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1707 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1708 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1709 glDisable(GL_CULL_FACE);
1710 glDisable(GL_LIGHTING);
1712 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1713 glPushMatrix(); // Store The Projection Matrix
1714 glLoadIdentity(); // Reset The Projection Matrix
1715 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1716 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1717 glPushMatrix(); // Store The Modelview Matrix
1718 glLoadIdentity(); // Reset The Modelview Matrix
1719 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1720 glTranslatef(1.8,1.25,0);
1721 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1725 glScalef(.25,.25,.25);
1728 glVertex3f(-1, -1, 0.0f);
1730 glVertex3f(1, -1, 0.0f);
1732 glVertex3f(1, 1, 0.0f);
1734 glVertex3f(-1, 1, 0.0f);
1737 glDisable(GL_TEXTURE_2D);
1738 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1739 glPopMatrix(); // Restore The Old Projection Matrix
1740 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1741 glPopMatrix(); // Restore The Old Projection Matrix
1742 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1743 glEnable(GL_CULL_FACE);
1744 glDisable(GL_BLEND);
1750 glEnable(GL_TEXTURE_2D);
1752 sprintf (string, "Loading...");
1753 text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
1756 //if(ismotionblur)drawmode=motionblurmode;
1757 drawmode=normalmode;
1760 if(winfreeze&&!campaign){
1761 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1762 glDisable(GL_CULL_FACE);
1763 glDisable(GL_LIGHTING);
1764 glDisable(GL_TEXTURE_2D);
1766 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1767 glPushMatrix(); // Store The Projection Matrix
1768 glLoadIdentity(); // Reset The Projection Matrix
1769 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1770 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1771 glPushMatrix(); // Store The Modelview Matrix
1772 glLoadIdentity(); // Reset The Modelview Matrix
1773 glScalef(screenwidth,screenheight,1);
1774 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1776 glColor4f(0,0,0,.4);
1778 glVertex3f(0, 0, 0.0f);
1779 glVertex3f(256, 0, 0.0f);
1780 glVertex3f(256, 256, 0.0f);
1781 glVertex3f(0, 256, 0.0f);
1783 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1784 glPopMatrix(); // Restore The Old Projection Matrix
1785 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1786 glPopMatrix(); // Restore The Old Projection Matrix
1787 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1788 glEnable(GL_CULL_FACE);
1789 glDisable(GL_BLEND);
1793 glDisable(GL_DEPTH_TEST);
1794 glColor3f (1.0, 1.0, 1.0); // no coloring
1796 glEnable(GL_TEXTURE_2D);
1797 /*glBindTexture( GL_TEXTURE_2D, logotexture);
1798 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1799 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1800 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1801 glDisable(GL_CULL_FACE);
1802 glDisable(GL_LIGHTING);
1804 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1805 glPushMatrix(); // Store The Projection Matrix
1806 glLoadIdentity(); // Reset The Projection Matrix
1807 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1808 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1809 glPushMatrix(); // Store The Modelview Matrix
1810 glLoadIdentity(); // Reset The Modelview Matrix
1811 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1812 glTranslatef(1.8,1.25,0);
1813 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1817 glScalef(.25,.25,.25);
1820 glVertex3f(-1, -1, 0.0f);
1822 glVertex3f(1, -1, 0.0f);
1824 glVertex3f(1, 1, 0.0f);
1826 glVertex3f(-1, 1, 0.0f);
1829 glDisable(GL_TEXTURE_2D);
1830 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1831 glPopMatrix(); // Restore The Old Projection Matrix
1832 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1833 glPopMatrix(); // Restore The Old Projection Matrix
1834 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1835 glEnable(GL_CULL_FACE);
1836 glDisable(GL_BLEND);
1844 if(damagetaken==0&&player[0].bloodloss==0){
1845 awards[numawards]=awardflawless;
1851 for(i=1;i<numplayers;i++){
1852 if(player[i].dead!=2)alldead=0;
1855 awards[numawards]=awardalldead;
1860 for(i=1;i<numplayers;i++){
1861 if(player[i].dead!=1)alldead=0;
1864 awards[numawards]=awardnodead;
1867 if(numresponded==0&&!numthrowkill){
1868 awards[numawards]=awardstealth;
1871 if(numattacks==numstaffattack&&numattacks>0){
1872 awards[numawards]=awardbojutsu;
1875 if(numattacks==numswordattack&&numattacks>0){
1876 awards[numawards]=awardswordsman;
1879 if(numattacks==numknifeattack&&numattacks>0){
1880 awards[numawards]=awardknifefighter;
1883 if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
1884 awards[numawards]=awardkungfu;
1888 awards[numawards]=awardevasion;
1891 if(numflipfail==0&&numflipped+numwallflipped*2>20){
1892 awards[numawards]=awardacrobat;
1895 if(numthrowkill==numplayers-1){
1896 awards[numawards]=awardlongrange;
1901 for(i=1;i<numplayers;i++){
1902 if(player[i].dead!=2)alldead=0;
1904 if(numafterkill>0&&alldead){
1905 awards[numawards]=awardbrutal;
1908 if(numreversals>((float)numattacks)*.8&&numreversals>3){
1909 awards[numawards]=awardaikido;
1912 if(maxalarmed==1&&numplayers>2){
1913 awards[numawards]=awardstrategy;
1917 awards[numawards]=awardklutz;
1922 //Win Screen Won Victory
1924 glEnable(GL_TEXTURE_2D);
1926 sprintf (string, "Level Cleared!");
1927 text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
1929 sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
1930 text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
1932 if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue");
1933 if(campaign)sprintf (string, "Press Escape or Space to continue");
1934 text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
1938 for(i=0;i<255;i++)string[i]='\0';
1939 sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
1940 strcat(string,temp);
1941 if((int)(leveltime)%60<10)strcat(string,"0");
1942 sprintf (temp, "%d",(int)(leveltime)%60);
1943 strcat(string,temp);
1944 text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
1946 for(i=0;i<numawards;i++){
1948 if(awards[i]==awardklutz)sprintf (string, "Suicidal");
1949 if(awards[i]==awardflawless)sprintf (string, "Flawless!");
1950 if(awards[i]==awardalldead)sprintf (string, "Take no prisoners");
1951 if(awards[i]==awardnodead)sprintf (string, "Merciful");
1952 if(awards[i]==awardstealth)sprintf (string, "One with the shadows!");
1953 if(awards[i]==awardswordsman)sprintf (string, "Swordsman");
1954 if(awards[i]==awardkungfu)sprintf (string, "Unarmed!");
1955 if(awards[i]==awardknifefighter)sprintf (string, "Knife fighter");
1956 if(awards[i]==awardcoward)sprintf (string, "Coward");
1957 if(awards[i]==awardevasion)sprintf (string, "Escape artist");
1958 if(awards[i]==awardacrobat)sprintf (string, "Gymnast");
1959 if(awards[i]==awardlongrange)sprintf (string, "Blade slinger");
1960 if(awards[i]==awardbrutal)sprintf (string, "Brutal");
1961 if(awards[i]==awardhyper)sprintf (string, "Hyper");
1962 if(awards[i]==awardaikido)sprintf (string, "Aikido master!");
1963 if(awards[i]==awardrambo)sprintf (string, "Rambo");
1964 if(awards[i]==awardfast)sprintf (string, "Fast");
1965 if(awards[i]==awardrealfast)sprintf (string, "Real fast");
1966 if(awards[i]==awarddamnfast)sprintf (string, "Damn fast");
1967 if(awards[i]==awardstrategy)sprintf (string, "Divide and conquer");
1968 if(awards[i]==awardbojutsu)sprintf (string, "Bojutsu");
1969 text.glPrintOutlined(1024/30,768*6/8-90-40*i,string,1,2,1024,768);
1973 //drawmode=normalmode;
1976 if(drawmode!=normalmode){
1977 glEnable(GL_TEXTURE_2D);
1979 if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
1982 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1983 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1984 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1985 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1986 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1987 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1988 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1990 glBindTexture( GL_TEXTURE_2D, screentexture);
1991 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1994 if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
1996 glBindTexture( GL_TEXTURE_2D, screentexture2);
1997 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1999 if(!screentexture2){
2000 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
2002 glGenTextures( 1, &screentexture2 );
2003 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2005 glEnable(GL_TEXTURE_2D);
2006 glBindTexture( GL_TEXTURE_2D, screentexture2);
2007 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
2008 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
2010 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
2016 glClear(GL_DEPTH_BUFFER_BIT);
2017 ReSizeGLScene(90,.1f);
2018 glViewport(0,0,screenwidth,screenheight);
2020 if(drawmode!=normalmode){
2021 glDisable(GL_DEPTH_TEST);
2022 if(drawmode==motionblurmode){
2023 glDrawBuffer(GL_FRONT);
2024 glReadBuffer(GL_BACK);
2025 //myassert(glGetError() == GL_NO_ERROR);
2028 glColor3f (1.0, 1.0, 1.0); // no coloring
2030 glEnable(GL_TEXTURE_2D);
2031 glBindTexture( GL_TEXTURE_2D, screentexture);
2032 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2033 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2034 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2035 glDisable(GL_CULL_FACE);
2036 glDisable(GL_LIGHTING);
2038 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2039 glPushMatrix(); // Store The Projection Matrix
2040 glLoadIdentity(); // Reset The Projection Matrix
2041 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2042 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2043 glPushMatrix(); // Store The Modelview Matrix
2044 glLoadIdentity(); // Reset The Modelview Matrix
2045 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2046 glTranslatef(1,1,0);
2047 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2049 if(drawmode==motionblurmode){
2050 if(motionbluramount<.2)motionbluramount=.2;
2051 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
2052 glColor4f(1,1,1,motionbluramount);
2056 glVertex3f(-1, -1, 0.0f);
2057 glTexCoord2f(texcoordwidth,0);
2058 glVertex3f(1, -1, 0.0f);
2059 glTexCoord2f(texcoordwidth,texcoordheight);
2060 glVertex3f(1, 1, 0.0f);
2061 glTexCoord2f(0,texcoordheight);
2062 glVertex3f(-1, 1, 0.0f);
2066 if(drawmode==realmotionblurmode){
2067 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2068 glClear(GL_COLOR_BUFFER_BIT);
2069 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2070 glBindTexture( GL_TEXTURE_2D, screentexture);
2071 glColor4f(1,1,1,.5);
2075 glVertex3f(-1, -1, 0.0f);
2076 glTexCoord2f(texcoordwidth,0);
2077 glVertex3f(1, -1, 0.0f);
2078 glTexCoord2f(texcoordwidth,texcoordheight);
2079 glVertex3f(1, 1, 0.0f);
2080 glTexCoord2f(0,texcoordheight);
2081 glVertex3f(-1, 1, 0.0f);
2084 glBindTexture( GL_TEXTURE_2D, screentexture2);
2085 glColor4f(1,1,1,.5);
2089 glVertex3f(-1, -1, 0.0f);
2090 glTexCoord2f(texcoordwidth,0);
2091 glVertex3f(1, -1, 0.0f);
2092 glTexCoord2f(texcoordwidth,texcoordheight);
2093 glVertex3f(1, 1, 0.0f);
2094 glTexCoord2f(0,texcoordheight);
2095 glVertex3f(-1, 1, 0.0f);
2098 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2100 if(drawmode==doublevisionmode){
2101 static float crosseyedness;
2102 crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
2103 if(crosseyedness>1)crosseyedness=1;
2104 if(crosseyedness<0)crosseyedness=0;
2106 glDisable(GL_BLEND);
2111 glVertex3f(-1, -1, 0.0f);
2112 glTexCoord2f(texcoordwidth,0);
2113 glVertex3f(1, -1, 0.0f);
2114 glTexCoord2f(texcoordwidth,texcoordheight);
2115 glVertex3f(1, 1, 0.0f);
2116 glTexCoord2f(0,texcoordheight);
2117 glVertex3f(-1, 1, 0.0f);
2121 glColor4f(1,1,1,.5);
2124 glTranslatef(.015*crosseyedness,0,0);
2128 glVertex3f(-1, -1, 0.0f);
2129 glTexCoord2f(texcoordwidth,0);
2130 glVertex3f(1, -1, 0.0f);
2131 glTexCoord2f(texcoordwidth,texcoordheight);
2132 glVertex3f(1, 1, 0.0f);
2133 glTexCoord2f(0,texcoordheight);
2134 glVertex3f(-1, 1, 0.0f);
2139 if(drawmode==glowmode){
2140 glColor4f(.5,.5,.5,.5);
2142 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2144 glTranslatef(.01,0,0);
2147 glVertex3f(-1, -1, 0.0f);
2148 glTexCoord2f(texcoordwidth,0);
2149 glVertex3f(1, -1, 0.0f);
2150 glTexCoord2f(texcoordwidth,texcoordheight);
2151 glVertex3f(1, 1, 0.0f);
2152 glTexCoord2f(0,texcoordheight);
2153 glVertex3f(-1, 1, 0.0f);
2157 glTranslatef(-.01,0,0);
2160 glVertex3f(-1, -1, 0.0f);
2161 glTexCoord2f(texcoordwidth,0);
2162 glVertex3f(1, -1, 0.0f);
2163 glTexCoord2f(texcoordwidth,texcoordheight);
2164 glVertex3f(1, 1, 0.0f);
2165 glTexCoord2f(0,texcoordheight);
2166 glVertex3f(-1, 1, 0.0f);
2170 glTranslatef(.0,.01,0);
2173 glVertex3f(-1, -1, 0.0f);
2174 glTexCoord2f(texcoordwidth,0);
2175 glVertex3f(1, -1, 0.0f);
2176 glTexCoord2f(texcoordwidth,texcoordheight);
2177 glVertex3f(1, 1, 0.0f);
2178 glTexCoord2f(0,texcoordheight);
2179 glVertex3f(-1, 1, 0.0f);
2183 glTranslatef(0,-.01,0);
2186 glVertex3f(-1, -1, 0.0f);
2187 glTexCoord2f(texcoordwidth,0);
2188 glVertex3f(1, -1, 0.0f);
2189 glTexCoord2f(texcoordwidth,texcoordheight);
2190 glVertex3f(1, 1, 0.0f);
2191 glTexCoord2f(0,texcoordheight);
2192 glVertex3f(-1, 1, 0.0f);
2196 if(drawmode==radialzoommode){
2198 //glRotatef((float)i*.1,0,0,1);
2199 glColor4f(1,1,1,1/((float)i+1));
2201 glScalef(1+(float)i*.01,1+(float)i*.01,1);
2204 glVertex3f(-1, -1, 0.0f);
2205 glTexCoord2f(texcoordwidth,0);
2206 glVertex3f(1, -1, 0.0f);
2207 glTexCoord2f(texcoordwidth,texcoordheight);
2208 glVertex3f(1, 1, 0.0f);
2209 glTexCoord2f(0,texcoordheight);
2210 glVertex3f(-1, 1, 0.0f);
2215 glDisable(GL_TEXTURE_2D);
2216 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2217 glPopMatrix(); // Restore The Old Projection Matrix
2218 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2219 glPopMatrix(); // Restore The Old Projection Matrix
2220 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
2221 glEnable(GL_CULL_FACE);
2222 glDisable(GL_BLEND);
2227 glEnable(GL_TEXTURE_2D);
2232 if(consoleselected>=60)offset=consoleselected-60;
2233 sprintf (string, " ]");
2234 text.glPrint(10,30,string,0,1,1024,768);
2236 sprintf (string, "_");
2237 text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
2240 for(j=0;j<consolechars[i];j++){
2241 glColor4f(1,1,1,1-(float)(i)/16);
2242 if(j<consolechars[i]){
2243 sprintf (string, "%c",consoletext[i][j]);
2244 text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
2252 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
2253 multiplier=tempmult;
2258 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2261 glDrawBuffer(GL_BACK);
2262 glReadBuffer(GL_BACK);
2263 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2264 ReSizeGLScene(90,.1f);
2267 temptexdetail=texdetail;
2268 if(texdetail>2)texdetail=2;
2269 if(mainmenu!=oldmainmenu&&oldmainmenu!=0){
2271 LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
2272 LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
2273 /*if(oldmainmenu==1||oldmainmenu==0){
2274 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2275 LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
2276 LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
2281 LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
2282 LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
2283 /*if(oldmainmenu==2||oldmainmenu==0){
2284 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2285 LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
2286 LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
2291 if(lastcheck>.5||oldmainmenu!=mainmenu){
2293 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
2294 //campaignnumlevels=0;
2295 //accountcampaignchoicesmade[accountactive]=0;
2296 ipstream.ignore(256,':');
2297 ipstream >> campaignnumlevels;
2298 for(i=0;i<campaignnumlevels;i++){
2299 ipstream.ignore(256,':');
2300 ipstream.ignore(256,':');
2301 ipstream.ignore(256,' ');
2302 ipstream >> campaignmapname[i];
2303 ipstream.ignore(256,':');
2304 ipstream >> campaigndescription[i];
2306 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
2308 ipstream.ignore(256,':');
2309 ipstream >> campaignchoosenext[i];
2310 ipstream.ignore(256,':');
2311 ipstream >> campaignnumnext[i];
2312 if(campaignnumnext[i])
2313 for(j=0;j<campaignnumnext[i];j++){
2314 ipstream.ignore(256,':');
2315 ipstream >> campaignnextlevel[i][j];
2316 campaignnextlevel[i][j]-=1;
2318 ipstream.ignore(256,':');
2319 ipstream >> campaignlocationx[i];
2320 //campaignlocationx[i]-=30;
2321 ipstream.ignore(256,':');
2322 ipstream >> campaignlocationy[i];
2323 //campaignlocationy[i]+=30;
2327 for(i=0;i<campaignnumlevels;i++){
2329 levelhighlight[i]=0;
2334 if(accountcampaignchoicesmade[accountactive])
2335 for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
2336 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountcampaignchoices[accountactive][i]];
2337 levelvisible[levelorder[i+1]]=1;
2339 int whichlevelstart;
2340 whichlevelstart=accountcampaignchoicesmade[accountactive]-1;
2341 if(whichlevelstart<0){
2342 accountcampaignscore[accountactive]=0;
2343 accountcampaignfasttime[accountactive]=0;
2344 campaignchoicenum=1;
2345 campaignchoicewhich[0]=0;
2349 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
2350 if(campaignchoicenum==0){
2351 if(accountcampaignscore[accountactive]>accountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive];
2352 if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive]<accountcampaignfasttime[accountactive])accountcampaignfasttime[accountactive]=accountcampaigntime[accountactive];
2354 if(campaignchoicenum)
2355 for(i=0;i<campaignchoicenum;i++){
2356 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
2357 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2358 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2371 texdetail=temptexdetail;
2373 /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
2375 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){
2376 glClear(GL_DEPTH_BUFFER_BIT);
2377 glEnable(GL_ALPHA_TEST);
2378 glAlphaFunc(GL_GREATER, 0.001f);
2379 glEnable(GL_TEXTURE_2D);
2380 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2381 glDisable(GL_CULL_FACE);
2382 glDisable(GL_LIGHTING);
2384 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2385 glPushMatrix(); // Store The Projection Matrix
2386 glLoadIdentity(); // Reset The Projection Matrix
2387 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2388 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2389 glPushMatrix(); // Store The Modelview Matrix
2390 glLoadIdentity(); // Reset The Modelview Matrix
2391 glTranslatef(screenwidth/2,screenheight/2,0);
2393 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2394 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2395 glDisable(GL_BLEND);
2396 glColor4f(0,0,0,1.0);
2397 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2398 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2399 glDisable(GL_TEXTURE_2D);
2401 //glScalef(.25,.25,.25);
2404 glVertex3f(-1, -1, 0.0f);
2406 glVertex3f(1, -1, 0.0f);
2408 glVertex3f(1, 1, 0.0f);
2410 glVertex3f(-1, 1, 0.0f);
2414 glColor4f(0.4,0.4,0.4,1.0);
2415 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2416 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2417 glEnable(GL_TEXTURE_2D);
2418 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
2420 //glScalef(.25,.25,.25);
2423 glVertex3f(-1, -1, 0.0f);
2425 glVertex3f(1, -1, 0.0f);
2427 glVertex3f(1, 1, 0.0f);
2429 glVertex3f(-1, 1, 0.0f);
2434 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2436 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2440 if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
2441 else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
2444 endx[0]=startx[0]+strlen(menustring[0])*10;
2445 endy[0]=starty[0]+20;
2449 if(newdetail==2)sprintf (menustring[1], "Detail: High");
2450 else if(newdetail==1)sprintf (menustring[1], "Detail: Medium");
2451 else sprintf (menustring[1], "Detail: Low");
2454 endx[1]=startx[1]+strlen(menustring[1])*10;
2455 endy[1]=starty[1]+20;
2459 if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)");
2460 if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail");
2461 if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off");
2464 endx[2]=startx[2]+strlen(menustring[2])*10;
2465 endy[2]=starty[2]+20;
2469 if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane");
2470 if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult");
2471 if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier");
2472 startx[3]=10+20-1000;
2474 endx[3]=startx[3]+strlen(menustring[3])*10;
2475 endy[3]=starty[3]+20;
2479 if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
2480 if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
2483 endx[4]=startx[4]+strlen(menustring[4])*10;
2484 endy[4]=starty[4]+20;
2488 if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
2489 if(decals==0)sprintf (menustring[5], "Decals: Disabled");
2492 endx[5]=startx[5]+strlen(menustring[5])*10;
2493 endy[5]=starty[5]+20;
2497 if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
2498 if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
2501 endx[6]=startx[6]+strlen(menustring[6])*10;
2502 endy[6]=starty[6]+20;
2506 if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
2507 if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
2510 endx[9]=startx[9]+strlen(menustring[9])*10;
2511 endy[9]=starty[9]+20;
2515 sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
2518 endx[10]=startx[10]+strlen(menustring[10])*10;
2519 endy[10]=starty[10]+20;
2523 sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
2526 endx[11]=startx[11]+strlen(menustring[11])*10;
2527 endy[11]=starty[11]+20;
2531 sprintf (menustring[7], "-Configure Controls-");
2534 endx[7]=startx[7]+strlen(menustring[7])*10;
2535 endy[7]=starty[7]+20;
2539 if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
2540 else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
2542 endx[8]=startx[8]+strlen(menustring[8])*10;
2544 endy[8]=starty[8]+20;
2551 if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey));
2552 else sprintf (menustring[0], "Forwards: _");
2555 endx[0]=startx[0]+strlen(menustring[0])*10;
2556 endy[0]=starty[0]+20;
2560 if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey));
2561 else sprintf (menustring[1], "Back: _");
2564 endx[1]=startx[1]+strlen(menustring[1])*10;
2565 endy[1]=starty[1]+20;
2569 if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey));
2570 else sprintf (menustring[2], "Left: _");
2573 endx[2]=startx[2]+strlen(menustring[2])*10;
2574 endy[2]=starty[2]+20;
2578 if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey));
2579 else sprintf (menustring[3], "Right: _");
2582 endx[3]=startx[3]+strlen(menustring[3])*10;
2583 endy[3]=starty[3]+20;
2587 if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey));
2588 else sprintf (menustring[4], "Crouch: _");
2591 endx[4]=startx[4]+strlen(menustring[4])*10;
2592 endy[4]=starty[4]+20;
2596 if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey));
2597 else sprintf (menustring[5], "Jump: _");
2600 endx[5]=startx[5]+strlen(menustring[5])*10;
2601 endy[5]=starty[5]+20;
2605 if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey));
2606 else sprintf (menustring[6], "Draw: _");
2609 endx[6]=startx[6]+strlen(menustring[6])*10;
2610 endy[6]=starty[6]+20;
2614 if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey));
2615 else sprintf (menustring[7], "Throw: _");
2618 endx[7]=startx[7]+strlen(menustring[7])*10;
2619 endy[7]=starty[7]+20;
2623 if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey));
2624 else sprintf (menustring[8], "Attack: _");
2627 endx[8]=startx[8]+strlen(menustring[8])*10;
2628 endy[8]=starty[8]+20;
2634 sprintf (menustring[9], "Back");
2636 endx[9]=startx[9]+strlen(menustring[9])*10;
2638 endy[9]=starty[9]+20;
2643 nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum;
2645 sprintf (menustring[0], "%s",accountname[accountactive]);
2648 endx[0]=startx[0]+strlen(menustring[0])*10;
2649 endy[0]=starty[0]+20;
2653 sprintf (menustring[1], "Tutorial");
2656 endx[1]=startx[1]+strlen(menustring[1])*10;
2657 endy[1]=starty[1]+20;
2661 sprintf (menustring[2], "Challenge");
2664 endx[2]=startx[2]+strlen(menustring[2])*10;
2665 endy[2]=starty[2]+20;
2669 sprintf (menustring[3], "Delete User");
2672 endx[3]=startx[3]+strlen(menustring[3])*10;
2673 endy[3]=starty[3]+20;
2677 sprintf (menustring[4], "Main Menu");
2680 endx[4]=startx[4]+strlen(menustring[4])*10;
2681 endy[4]=starty[4]+20;
2685 sprintf (menustring[5], "Change User");
2687 endx[5]=startx[5]+strlen(menustring[5])*10;
2689 endy[5]=starty[5]+20;
2695 sprintf (menustring[6], "World");
2697 starty[6]=30+480-400-50;
2698 endx[6]=startx[6]+400;
2703 if(accountcampaignchoicesmade[accountactive])
2704 for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
2705 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2706 startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
2707 starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
2708 endx[7+i]=startx[7+i]+10;
2709 endy[7+i]=starty[7+i]+10;
2714 if(campaignchoicenum>0)
2715 for(i=accountcampaignchoicesmade[accountactive];i<accountcampaignchoicesmade[accountactive]+campaignchoicenum;i++){
2716 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2717 startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]]*400/512;
2718 starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]])*400/512;
2719 endx[7+i]=startx[7+i]+10;
2720 endy[7+i]=starty[7+i]+10;
2725 /*sprintf (menustring[7], "Dot");
2726 startx[7]=120+260*400/512;
2727 starty[7]=30+(512-184)*400/512;
2728 endx[7]=startx[7]+10;
2729 endy[7]=starty[7]+10;
2733 sprintf (menustring[8], "Dot");
2734 startx[8]=120+129*400/512;
2735 starty[8]=30+(512-284)*400/512;
2736 endx[8]=startx[8]+10;
2737 endy[8]=starty[8]+10;
2741 sprintf (menustring[9], "Dot");
2742 startx[9]=120+358*400/512;
2743 starty[9]=30+(512-235)*400/512;
2744 endx[9]=startx[9]+10;
2745 endy[9]=starty[9]+10;
2749 sprintf (menustring[10], "Dot");
2750 startx[10]=120+359*400/512;
2751 starty[10]=30+(512-308)*400/512;
2752 endx[10]=startx[10]+10;
2753 endy[10]=starty[10]+10;
2757 sprintf (menustring[11], "Dot");
2758 startx[11]=120+288*400/512;
2759 starty[11]=30+(512-277)*400/512;
2760 endx[11]=startx[11]+10;
2761 endy[11]=starty[11]+10;
2769 sprintf (menustring[0], "Are you sure you want to delete this user?");
2772 endx[0]=startx[0]+strlen(menustring[0])*10;
2773 endy[0]=starty[0]+20;
2777 sprintf (menustring[1], "Yes");
2780 endx[1]=startx[1]+strlen(menustring[1])*10;
2781 endy[1]=starty[1]+20;
2785 sprintf (menustring[2], "No");
2788 endx[2]=startx[2]+strlen(menustring[2])*10;
2789 endy[2]=starty[2]+20;
2793 sprintf (menustring[3], "Extra 4");
2796 endx[3]=startx[3]+strlen(menustring[3])*10;
2797 endy[3]=starty[3]+20;
2801 sprintf (menustring[4], "Extra 5");
2804 endx[4]=startx[4]+strlen(menustring[4])*10;
2805 endy[4]=starty[4]+20;
2809 sprintf (menustring[5], "Back");
2811 endx[5]=startx[5]+strlen(menustring[5])*10;
2813 endy[5]=starty[5]+20;
2819 nummenuitems=numaccounts+2;
2824 sprintf (menustring[0], "New User");
2826 sprintf (menustring[0], "No More Users");
2829 endx[0]=startx[0]+strlen(menustring[0])*10;
2830 endy[0]=starty[0]+20;
2834 if(entername)startx[0]+=10;
2839 for(i=0;i<numaccounts;i++){
2840 sprintf (menustring[num], "%s",accountname[i]);
2842 starty[num]=360-20-20*num;
2843 endx[num]=startx[num]+strlen(menustring[num])*10;
2844 endy[num]=starty[num]+20;
2851 sprintf (menustring[num], "Back");
2853 endx[num]=startx[num]+strlen(menustring[num])*10;
2855 endy[num]=starty[num]+20;
2862 sprintf (menustring[0], "Easier");
2865 endx[0]=startx[0]+strlen(menustring[0])*10;
2866 endy[0]=starty[0]+20;
2870 sprintf (menustring[1], "Difficult");
2873 endx[1]=startx[1]+strlen(menustring[1])*10;
2874 endy[1]=starty[1]+20;
2878 sprintf (menustring[2], "Insane");
2881 endx[2]=startx[2]+strlen(menustring[2])*10;
2882 endy[2]=starty[2]+20;
2888 //tempncl=numchallengelevels;
2889 //numchallengelevels=9;
2890 nummenuitems=2+numchallengelevels;
2893 for(j=0;j<numchallengelevels;j++){
2894 for(i=0;i<255;i++)menustring[j][i]='\0';
2895 sprintf (temp, "Level %d",j+1);
2896 strcpy(menustring[j],temp);
2897 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2898 menustring[j][17]='\0';
2899 sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
2900 strcat(menustring[j],temp);
2901 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2902 menustring[j][32]='\0';
2903 sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
2904 strcat(menustring[j],temp);
2905 if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
2906 sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
2907 strcat(menustring[j],temp);
2911 endx[j]=startx[j]+strlen(menustring[j])*10;
2912 endy[j]=starty[j]+20;
2917 sprintf (menustring[numchallengelevels], "Back");
2918 startx[numchallengelevels]=10;
2919 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
2920 starty[numchallengelevels]=10;
2921 endy[numchallengelevels]=starty[numchallengelevels]+20;
2922 movex[numchallengelevels]=0;
2923 movey[numchallengelevels]=0;
2925 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2926 startx[numchallengelevels+1]=10;
2927 starty[numchallengelevels+1]=440;
2928 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
2929 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
2930 movex[numchallengelevels+1]=0;
2931 movey[numchallengelevels+1]=0;
2933 //numchallengelevels=tempncl;
2937 nummenuitems=2+numchallengelevels;
2940 for(j=0;j<numchallengelevels;j++){
2941 for(i=0;i<255;i++)menustring[j][i]='\0';
2942 sprintf (temp, "Level %d",j+1);
2943 strcpy(menustring[j],temp);
2944 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2945 menustring[j][17]='\0';
2946 sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
2947 strcat(menustring[j],temp);
2948 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2949 menustring[j][32]='\0';
2950 sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
2951 strcat(menustring[j],temp);
2952 if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
2953 sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
2954 strcat(menustring[j],temp);
2958 endx[j]=startx[j]+strlen(menustring[j])*10;
2959 endy[j]=starty[j]+20;
2964 sprintf (menustring[numchallengelevels], "Back");
2965 startx[numchallengelevels]=10;
2966 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
2967 starty[numchallengelevels]=10;
2968 endy[numchallengelevels]=starty[numchallengelevels]+20;
2969 movex[numchallengelevels]=0;
2970 movey[numchallengelevels]=0;
2972 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2973 startx[numchallengelevels+1]=10;
2974 starty[numchallengelevels+1]=400;
2975 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
2976 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
2977 movex[numchallengelevels+1]=0;
2978 movey[numchallengelevels+1]=0;
2985 sprintf (menustring[0], "Congratulations!");
2988 endx[0]=startx[0]+strlen(menustring[0])*10;
2989 endy[0]=starty[0]+20;
2993 sprintf (menustring[1], "You have avenged your family and");
2996 endx[1]=startx[1]+strlen(menustring[1])*10;
2997 endy[1]=starty[1]+20;
3001 sprintf (menustring[2], "restored peace to the island of Lugaru.");
3004 endx[2]=startx[2]+strlen(menustring[2])*10;
3005 endy[2]=starty[2]+20;
3009 sprintf (menustring[3], "Back");
3011 endx[3]=startx[3]+strlen(menustring[3])*10;
3013 endy[3]=starty[3]+20;
3017 for(i=0;i<255;i++)menustring[4][i]='\0';
3018 sprintf (temp, "Your score:");
3019 strcpy(menustring[4],temp);
3020 for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
3021 menustring[4][20]='\0';
3022 sprintf (temp, "%d",(int)accountcampaignscore[accountactive]);
3023 strcat(menustring[4],temp);
3025 endx[4]=startx[4]+strlen(menustring[4])*10;
3027 endy[4]=starty[4]+20;
3031 for(i=0;i<255;i++)menustring[5][i]='\0';
3032 sprintf (temp, "Your time:");
3033 strcpy(menustring[5],temp);
3034 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
3035 menustring[5][20]='\0';
3036 sprintf (temp, "%d",(int)accountcampaigntime[accountactive]);
3037 strcat(menustring[5],temp);
3039 endx[5]=startx[5]+strlen(menustring[5])*10;
3041 endy[5]=starty[5]+20;
3045 for(i=0;i<255;i++)menustring[5][i]='\0';
3046 sprintf (temp, "Highest score:");
3047 strcpy(menustring[5],temp);
3048 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
3049 menustring[5][20]='\0';
3050 sprintf (temp, "%d",(int)accountcampaignhighscore[accountactive]);
3051 strcat(menustring[5],temp);
3053 endx[5]=startx[5]+strlen(menustring[5])*10;
3055 endy[5]=starty[5]+20;
3059 for(i=0;i<255;i++)menustring[7][i]='\0';
3060 sprintf (temp, "Lowest time:");
3061 strcpy(menustring[7],temp);
3062 for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
3063 menustring[7][20]='\0';
3064 sprintf (temp, "%d",(int)accountcampaignfasttime[accountactive]);
3065 strcat(menustring[7],temp);
3067 endx[7]=startx[7]+strlen(menustring[7])*10;
3069 endy[7]=starty[7]+20;
3079 sprintf (menustring[0], "Please enter your name:");
3082 endx[0]=startx[0]+strlen(menustring[0])*10;
3083 endy[0]=starty[0]+20;
3087 sprintf (menustring[1], "Please enter your name:");
3090 endx[1]=startx[1]+strlen(menustring[1])*10;
3091 endy[1]=starty[1]+20;
3095 if(mainmenu==1||mainmenu==2){
3105 starty[1]=480-152-32;
3112 starty[2]=480-228-32;
3120 starty[3]=480-306-32;
3129 starty[3]=480-306-32;
3143 starty[4]=480-140-256;
3150 starty[5]=480-138-256;
3157 starty[6]=480-144-256;
3165 starty[4]=480-140-256;
3172 starty[5]=480-138-256;
3179 starty[6]=480-144-256;
3187 starty[4]=480-140-256;
3194 starty[5]=480-150-256;
3201 starty[6]=480-144-256;
3209 starty[4]=480-140-256;
3216 starty[5]=480-150-256;
3223 starty[6]=480-144-256;
3231 starty[4]=480-100-256;
3238 starty[5]=480-120-256;
3245 starty[6]=480-144-256;
3255 if(mainmenu==1||mainmenu==2)
3257 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3262 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
3263 for(i=0;i<nummenuitems;i++){
3264 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3265 if(mainmenu!=5)selected=i;
3266 if(mainmenu==5&&(i!=0&&i!=6))selected=i;
3267 if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
3268 if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
3273 for(i=0;i<nummenuitems;i++){
3274 if(selected==i)selectedlong[i]+=multiplier*5;
3275 if(selectedlong[i]>1)selectedlong[i]=1;
3276 if(selected!=i)selectedlong[i]-=multiplier*5;
3277 if(selectedlong[i]<0)selectedlong[i]=0;
3278 //if(i>=4)selectedlong[i]=.3;
3279 if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0;
3283 for(i=0;i<nummenuitems;i++){
3284 offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
3285 offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
3290 if(i>=4&&(mainmenu==1||mainmenu==2)){
3291 offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
3292 offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
3298 if(mainmenu==1||mainmenu==2){
3299 glClear(GL_DEPTH_BUFFER_BIT);
3300 glEnable(GL_ALPHA_TEST);
3301 glAlphaFunc(GL_GREATER, 0.001f);
3302 glEnable(GL_TEXTURE_2D);
3303 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3304 glDisable(GL_CULL_FACE);
3305 glDisable(GL_LIGHTING);
3307 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3308 glPushMatrix(); // Store The Projection Matrix
3309 glLoadIdentity(); // Reset The Projection Matrix
3310 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3311 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3312 glPushMatrix(); // Store The Modelview Matrix
3313 glLoadIdentity(); // Reset The Modelview Matrix
3314 glTranslatef(screenwidth/2,screenheight/2,0);
3316 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3317 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3318 glDisable(GL_BLEND);
3319 glColor4f(0,0,0,1.0);
3320 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3321 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3322 glDisable(GL_TEXTURE_2D);
3324 //glScalef(.25,.25,.25);
3327 glVertex3f(-1, -1, 0.0f);
3329 glVertex3f(1, -1, 0.0f);
3331 glVertex3f(1, 1, 0.0f);
3333 glVertex3f(-1, 1, 0.0f);
3337 glColor4f(0.4,0.4,0.4,1.0);
3338 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3339 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3340 glEnable(GL_TEXTURE_2D);
3341 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
3343 //glScalef(.25,.25,.25);
3346 glVertex3f(-1, -1, 0.0f);
3348 glVertex3f(1, -1, 0.0f);
3350 glVertex3f(1, 1, 0.0f);
3352 glVertex3f(-1, 1, 0.0f);
3357 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3360 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3361 glPushMatrix(); // Store The Projection Matrix
3362 glLoadIdentity(); // Reset The Projection Matrix
3363 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3364 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3365 glPushMatrix(); // Store The Modelview Matrix
3366 glLoadIdentity(); // Reset The Modelview Matrix
3368 glDisable(GL_TEXTURE_2D);
3373 if(anim!=1)glVertex3f(190, 150, 0.0f);
3374 if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f);
3376 glVertex3f(640, 150, 0.0f);
3378 glVertex3f(640, 336, 0.0f);
3380 if(anim!=1)glVertex3f(190, 336, 0.0f);
3381 if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f);
3386 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3388 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3392 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3393 glPushMatrix(); // Store The Projection Matrix
3394 glLoadIdentity(); // Reset The Projection Matrix
3395 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3396 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3397 glPushMatrix(); // Store The Modelview Matrix
3398 glLoadIdentity(); // Reset The Modelview Matrix
3399 glEnable(GL_TEXTURE_2D);
3402 for(j=0;j<nummenuitems;j++)
3404 if(j<=3||(mainmenu!=1&&mainmenu!=2))
3406 //glDisable(GL_BLEND);
3407 glEnable(GL_ALPHA_TEST);
3409 //glDisable(GL_ALPHA_TEST);
3410 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3411 if(mainmenu==1||mainmenu==2)
3414 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3415 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
3416 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3417 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3418 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3422 glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3424 glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3426 glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3428 glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3432 //glDisable(GL_ALPHA_TEST);
3433 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3436 if(1-((float)i)/10-(1-selectedlong[j])>0)
3438 glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3439 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3443 glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3445 glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3447 glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3449 glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3455 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
3457 if(mainmenu!=5||j<6)
3460 if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3461 if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3462 //if(1-((float)i)/10-(1-selectedlong[j])>0){
3463 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3465 if(mainmenu!=7||j!=0||!entername)text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
3469 sprintf (string, "_");
3470 text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
3473 for(l=0;l<displaychars[k];l++){
3474 if(l<displaychars[k]){
3475 sprintf (string, "%c",displaytext[k][l]);
3476 text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
3484 sprintf (string, "Hooo!");
3485 text.glPrint(startx[0],starty[0],string,0,1,640,480);
3489 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3492 if(1-((float)i)/15-(1-selectedlong[j])>0)
3494 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3495 if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3496 if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3497 if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3498 if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3499 if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3500 if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3501 if(mainmenu==7&&(j!=0||!entername))text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3502 if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3503 if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3504 if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3505 if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3506 if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3507 if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3510 sprintf (string, "_");
3511 text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4+(float)(displayselected)*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
3514 for(l=0;l<displaychars[k];l++){
3515 if(l<displaychars[k]){
3516 sprintf (string, "%c",displaytext[k][l]);
3517 text.glPrint(startx[j]-((float)k)+offsetx[j]*((float)k)/4+l*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
3526 glClear(GL_DEPTH_BUFFER_BIT);
3527 glEnable(GL_ALPHA_TEST);
3528 glAlphaFunc(GL_GREATER, 0.001f);
3529 glEnable(GL_TEXTURE_2D);
3530 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3531 glDisable(GL_CULL_FACE);
3532 glDisable(GL_LIGHTING);
3533 if(j==6)glColor4f(1,1,1,1);
3534 else glColor4f(1,0,0,1);
3536 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3537 glPushMatrix(); // Store The Projection Matrix
3538 glLoadIdentity(); // Reset The Projection Matrix
3539 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3540 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3541 glPushMatrix(); // Store The Modelview Matrix
3542 glLoadIdentity(); // Reset The Modelview Matrix
3545 //Draw world, draw map
3546 glTranslatef(2,-5,0);
3548 if(j>6&&j<nummenuitems-1)
3550 XYZ linestart,lineend,offset;
3557 //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
3558 linestart.x=(startx[j]+endx[j])/2;
3559 linestart.y=(starty[j]+endy[j])/2;
3560 if(j>=6+accountcampaignchoicesmade[accountactive]){
3561 linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2;
3562 linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/2;
3564 lineend.x=(startx[j+1]+endx[j+1])/2;
3565 lineend.y=(starty[j+1]+endy[j+1])/2;
3566 offset=lineend-linestart;
3569 offset=DoRotation(offset,0,0,90);
3571 glDisable(GL_TEXTURE_2D);
3573 if(j<6+accountcampaignchoicesmade[accountactive]){
3574 glColor4f(0.5,0,0,1);
3578 if(j>=6+accountcampaignchoicesmade[accountactive]){
3584 linestart+=fac*4*startsize;
3585 lineend-=fac*4*endsize;
3587 if(!(j>7+accountcampaignchoicesmade[accountactive]+campaignchoicenum)){
3588 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3592 glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
3594 glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
3596 glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
3598 glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
3602 glEnable(GL_TEXTURE_2D);
3606 if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
3607 else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
3608 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3609 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3610 if(j-7<accountcampaignchoicesmade[accountactive])glColor4f(0.5,0,0,1);
3611 if(j-7>=accountcampaignchoicesmade[accountactive])glColor4f(1,0,0,1);
3612 if(j==6)glColor4f(1,1,1,1);
3615 itemsize=abs(startx[j]-endx[j])/2;
3617 midpoint.x=(startx[j]+endx[j])/2;
3618 midpoint.y=(starty[j]+endy[j])/2;
3619 if(j>6&&(j-7<accountcampaignchoicesmade[accountactive]))itemsize*=.5;
3620 if(!(j-7>accountcampaignchoicesmade[accountactive]+campaignchoicenum))
3622 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3626 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3628 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3630 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3632 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3636 //glDisable(GL_ALPHA_TEST);
3637 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3640 if(1-((float)i)/10-(1-selectedlong[j])>0)
3642 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3643 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3647 glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3649 glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3651 glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3653 glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3661 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3663 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3665 if(j-7>=accountcampaignchoicesmade[accountactive]){
3666 //glColor4f(0,0,0,1);
3667 //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
3668 //glColor4f(1,0,0,1);
3669 //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
3670 text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
3671 glDisable(GL_DEPTH_TEST);
3678 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3680 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3683 if(mainmenu==1||mainmenu==2)
3684 if(transition<.1||transition>.9){
3685 glClear(GL_DEPTH_BUFFER_BIT);
3686 glEnable(GL_ALPHA_TEST);
3687 glAlphaFunc(GL_GREATER, 0.001f);
3688 glEnable(GL_TEXTURE_2D);
3689 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3690 glDisable(GL_CULL_FACE);
3691 glDisable(GL_LIGHTING);
3693 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3694 glPushMatrix(); // Store The Projection Matrix
3695 glLoadIdentity(); // Reset The Projection Matrix
3696 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3697 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3698 glPushMatrix(); // Store The Modelview Matrix
3699 glLoadIdentity(); // Reset The Modelview Matrix
3701 glDisable(GL_TEXTURE_2D);
3702 if(transition<.1)glColor4f(1,0,0,1-(transition*10));
3703 if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10));
3707 glVertex3f(190, 150, 0.0f);
3709 glVertex3f(640, 150, 0.0f);
3711 glVertex3f(640, 336, 0.0f);
3713 glVertex3f(190, 336, 0.0f);
3718 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3722 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3723 glPushMatrix(); // Store The Projection Matrix
3724 glLoadIdentity(); // Reset The Projection Matrix
3725 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3726 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3727 glPushMatrix(); // Store The Modelview Matrix
3728 glLoadIdentity(); // Reset The Modelview Matrix
3729 glTranslatef(screenwidth/2,screenheight/2,0);
3731 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3732 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3734 glEnable(GL_TEXTURE_2D);
3736 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3737 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3740 glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
3741 glScalef((float)screenwidth/64,(float)screenwidth/64,1);
3742 glTranslatef(1,-1,0);
3743 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3745 glBindTexture( GL_TEXTURE_2D, cursortexture);
3747 //glScalef(.25,.25,.25);
3750 glVertex3f(-1, -1, 0.0f);
3752 glVertex3f(1, -1, 0.0f);
3754 glVertex3f(1, 1, 0.0f);
3756 glVertex3f(-1, 1, 0.0f);
3761 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3767 if(flashamount>1)flashamount=1;
3768 if(flashdelay<=0)flashamount-=multiplier;
3770 if(flashamount<0)flashamount=0;
3771 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3772 glDisable(GL_CULL_FACE);
3773 glDisable(GL_LIGHTING);
3774 glDisable(GL_TEXTURE_2D);
3776 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3777 glPushMatrix(); // Store The Projection Matrix
3778 glLoadIdentity(); // Reset The Projection Matrix
3779 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3780 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3781 glPushMatrix(); // Store The Modelview Matrix
3782 glLoadIdentity(); // Reset The Modelview Matrix
3783 glScalef(screenwidth,screenheight,1);
3784 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3786 glColor4f(flashr,flashg,flashb,flashamount);
3788 glVertex3f(0, 0, 0.0f);
3789 glVertex3f(256, 0, 0.0f);
3790 glVertex3f(256, 256, 0.0f);
3791 glVertex3f(0, 256, 0.0f);
3793 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3794 glPopMatrix(); // Restore The Old Projection Matrix
3795 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3796 glPopMatrix(); // Restore The Old Projection Matrix
3797 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
3798 glEnable(GL_CULL_FACE);
3799 glDisable(GL_BLEND);
3804 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
3805 tempmult=multiplier;
3811 if ( side == stereoRight || side == stereoCenter ) {
3812 if(drawmode!=motionblurmode||mainmenu){
3817 //myassert(glGetError() == GL_NO_ERROR);
3818 glDrawBuffer(GL_BACK);
3819 glReadBuffer(GL_BACK);
3824 if(drawtoggle==2)drawtoggle=0;
3826 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
3827 multiplier=tempmult;
3829 //Jordan fixed your warning!