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"
32 extern int environment;
33 extern float texscale;
35 extern Terrain terrain;
36 //extern Sprites sprites;
37 extern float multiplier;
39 extern float viewdistance;
40 extern float fadestart;
41 extern float screenwidth,screenheight;
42 extern int kTextureSize;
43 extern FRUSTUM frustum;
45 extern Objects objects;
47 extern float usermousesensitivity;
49 extern float camerashake;
51 extern float slomodelay;
52 extern bool ismotionblur;
54 extern float blackout;
55 extern bool damageeffects;
57 extern bool texttoggle;
58 extern float blurness;
59 extern float targetblurness;
60 extern float playerdist;
61 extern bool cellophane;
63 extern float flashamount,flashr,flashg,flashb;
64 extern int flashdelay;
66 extern float motionbluramount;
68 extern bool alwaysblur;
70 extern bool tilt2weird;
71 extern bool tiltweird;
73 extern bool proportionweird;
74 extern bool vertexweird[6];
75 extern bool velocityblur;
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;
86 extern int tutoriallevel;
87 extern float smoketex;
88 extern float tutorialstagetime;
89 extern float tutorialmaxtime;
90 extern int tutorialstage;
91 extern bool againbonus;
92 extern float damagedealt;
93 extern bool invertmouse;
95 extern int numhotspots;
96 extern int winhotspot;
97 extern int killhotspot;
98 extern XYZ hotspot[40];
99 extern int hotspottype[40];
100 extern float hotspotsize[40];
101 extern char hotspottext[40][256];
102 extern int currenthotspot;;
104 extern bool campaign;
105 extern bool winfreeze;
107 extern float menupulse;
109 extern bool gamestart;
111 extern bool gamestarted;
113 extern bool showdamagebar;
116 normalmode, motionblurmode, radialzoommode,
117 realmotionblurmode, doublevisionmode, glowmode,
120 void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
127 /*********************> DrawGLScene() <*****/
128 int Game::DrawGLScene(StereoSide side)
130 static float texcoordwidth,texcoordheight;
131 static float texviewwidth, texviewheight;
133 static GLubyte color;
134 static XYZ checkpoint;
135 static float tempmult;
137 static char string[256]="";
138 static char string2[256]="";
139 static char string3[256]="";
141 if ( stereomode == stereoAnaglyph ) {
143 case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
144 case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
147 glColorMask( 1.0, 1.0, 1.0, 1.0 );
149 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
150 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
154 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
161 numboundaries=mapradius*2;
162 if(numboundaries>360)numboundaries=360;
163 for(i=0;i<numboundaries;i++){
166 boundary[i]=mapcenter+DoRotation(boundary[i]*mapradius,0,i*(360/((float)(numboundaries))),0);
175 olddrawmode=drawmode;
176 if(ismotionblur&&!loading){
177 if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
178 drawmode=motionblurmode;
179 motionbluramount=200/(findLengthfast(&player[0].velocity));
182 if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){
183 drawmode=doublevisionmode;
190 drawmode=motionblurmode;
192 slomodelay-=multiplier;
193 if(slomodelay<0)slomo=0;
197 if((!changed&&!slomo)||loading){
199 if(ismotionblur&&(/*fps>100||*/alwaysblur)){
200 if(olddrawmode!=realmotionblurmode)change=1;
202 drawmode=realmotionblurmode;
204 else if(olddrawmode==realmotionblurmode)change=2;
208 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
209 if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
211 if(winfreeze||mainmenu)drawmode=normalmode;
214 if(drawmode==glowmode){
219 DSpContext_FadeGamma(NULL,200,&color2);
223 if(drawtoggle!=2)drawtoggle=1-drawtoggle;
227 texviewwidth=kTextureSize;
228 if(texviewwidth>screenwidth)texviewwidth=screenwidth;
229 texviewheight=kTextureSize;
230 if(texviewheight>screenheight)texviewheight=screenheight;
232 texcoordwidth=screenwidth/kTextureSize;
233 texcoordheight=screenheight/kTextureSize;
234 if(texcoordwidth>1)texcoordwidth=1;
235 if(texcoordheight>1)texcoordheight=1;
238 glDrawBuffer(GL_BACK);
239 glReadBuffer(GL_BACK);
241 if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
242 blurness=targetblurness;
243 targetblurness=(float)(abs(Random()%100))/40;
245 if(blurness<targetblurness)
246 blurness+=multiplier*5;
248 blurness-=multiplier*5;
251 static XYZ terrainlight;
252 static float distance;
253 if(drawmode==normalmode)ReSizeGLScene(90,.1f);
254 if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);
255 glDepthFunc(GL_LEQUAL);
257 glAlphaFunc(GL_GREATER, 0.0001f);
258 glEnable(GL_ALPHA_TEST);
259 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
260 glClear(GL_DEPTH_BUFFER_BIT);
262 glMatrixMode (GL_MODELVIEW);
263 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
266 // Move the camera for the current eye's point of view.
267 // Reverse the movement if we're reversing stereo
268 glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0);
270 if(!cameramode&&!freeze&&!winfreeze){
271 glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
272 glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
273 glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
275 if(cameramode||freeze||winfreeze){
276 glRotatef(rotation2,1,0,0);
277 glRotatef(rotation,0,1,0);
280 if(environment==desertenvironment){
281 glRotatef((float)(abs(Random()%100))/3000-1,1,0,0);
282 glRotatef((float)(abs(Random()%100))/3000-1,0,1,0);
284 SetUpLight(&light,0);
286 if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
287 if(environment==desertenvironment){
288 glRotatef((float)(abs(Random()%100))/1000,1,0,0);
289 glRotatef((float)(abs(Random()%100))/1000,0,1,0);
292 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
294 glTranslatef(-viewer.x,-viewer.y,-viewer.z);
295 frustum.GetFrustum();
299 static float size,opacity,rotation;
301 for(k=0;k<numplayers;k++){
302 if(!player[k].skeleton.free&&player[k].playerdetail&&player[k].howactive<typesleeping)
303 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)
304 for(i=0;i<player[k].skeleton.num_joints;i++){
305 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
306 point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
308 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;
309 if(k!=0&&tutoriallevel==1){
310 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;
312 terrain.MakeDecal(shadowdecal,point,size,opacity,rotation);
313 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
314 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
315 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
316 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);
319 if(k!=0&&tutoriallevel==1){
320 opacity=.2+.2*sin(smoketex*6+i);
322 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
327 if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
328 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
329 for(i=0;i<player[k].skeleton.num_joints;i++){
330 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){
331 if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
332 else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
334 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;
335 if(k!=0&&tutoriallevel==1){
336 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;
338 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
339 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
340 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
341 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
342 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);
343 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);
346 if(k!=0&&tutoriallevel==1){
347 opacity=.2+.2*sin(smoketex*6+i);
349 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
355 if(!player[k].playerdetail)
356 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
358 point=player[k].coords;
360 opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
361 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
362 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
363 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
364 point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
367 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
373 glEnable(GL_TEXTURE_2D);
375 glEnable(GL_DEPTH_TEST);
376 glEnable(GL_CULL_FACE);
378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
380 glBindTexture( GL_TEXTURE_2D, terraintexture);
382 glBindTexture( GL_TEXTURE_2D, terraintexture2);
384 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
385 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
388 terrain.drawdecals();
391 glEnable(GL_CULL_FACE);
392 glEnable(GL_LIGHTING);
394 glEnable(GL_TEXTURE_2D);
397 glEnable(GL_COLOR_MATERIAL);
412 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
413 glEnable(GL_CULL_FACE);
414 glCullFace(GL_FRONT);
416 for(k=0;k<numplayers;k++){
417 if(k==0||tutoriallevel!=1){
419 glEnable(GL_LIGHTING);
420 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
421 distance=findDistancefast(&viewer,&player[k].coords);
422 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
423 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
424 if(distance>=1)glDisable(GL_BLEND);
426 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;
428 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
429 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
431 player[k].occluded+=1;
432 player[k].lastoccluded=i;
434 else player[k].occluded=0;
435 if(player[k].occluded<25)player[k].DrawSkeleton();
441 if(!cameramode&&musictype==stream_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer);
442 else playerdist=-100;
445 glEnable(GL_TEXTURE_2D);
450 if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){
451 glAlphaFunc(GL_GREATER, 0.0001f);
453 glDisable(GL_CULL_FACE);
454 glDisable(GL_LIGHTING);
456 glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
457 glRotatef(hawkrotation,0,1,0);
458 glTranslatef(25,0,0);
459 distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
460 glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
461 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
462 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
463 hawk.drawdifftex(hawktexture);
467 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
468 glEnable(GL_CULL_FACE);
469 glCullFace(GL_FRONT);
471 for(k=0;k<numplayers;k++){
472 if(!(k==0||tutoriallevel!=1)){
474 glEnable(GL_LIGHTING);
475 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
476 distance=findDistancefast(&viewer,&player[k].coords);
477 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
478 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
479 if(distance>=1)glDisable(GL_BLEND);
481 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;
483 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
484 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
486 player[k].occluded+=1;
487 player[k].lastoccluded=i;
489 else player[k].occluded=0;
490 if(player[k].occluded<25)player[k].DrawSkeleton();
496 glEnable(GL_TEXTURE_2D);
501 glDisable(GL_COLOR_MATERIAL);
503 glDisable(GL_LIGHTING);
504 glDisable(GL_TEXTURE_2D);
512 glDisable(GL_LIGHTING);
513 glDisable(GL_TEXTURE_2D);
514 glDisable(GL_COLOR_MATERIAL);
517 for(k=0;k<numplayers;k++){
518 if(player[k].numwaypoints>1){
519 glBegin(GL_LINE_LOOP);
520 for(i=0;i<player[k].numwaypoints;i++){
521 glVertex3f(player[k].waypoints[i].x,player[k].waypoints[i].y+.5,player[k].waypoints[i].z);
530 for(k=0;k<numpathpoints;k++){
531 if(numpathpointconnect[k]){
532 for(i=0;i<numpathpointconnect[k];i++){
533 glBegin(GL_LINE_LOOP);
534 glVertex3f(pathpoint[k].x,pathpoint[k].y+.5,pathpoint[k].z);
535 glVertex3f(pathpoint[pathpointconnect[k][i]].x,pathpoint[pathpointconnect[k][i]].y+.5,pathpoint[pathpointconnect[k][i]].z);
543 glVertex3f(pathpoint[pathpointselected].x,pathpoint[pathpointselected].y+.5,pathpoint[pathpointselected].z);
550 glEnable(GL_TEXTURE_2D);
551 glColor4f(.5,.5,.5,1);
553 sprintf (string, " ",(int)(fps));
554 text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
557 if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
558 const char *bonus_name;
559 if (bonus < bonus_count)
560 bonus_name = bonus_names[bonus];
562 bonus_name = "Excellent!"; // When does this happen?
564 glColor4f(0,0,0,1-bonustime);
565 text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
566 glColor4f(1,0,0,1-bonustime);
567 text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
569 sprintf (string, "%d",(int)bonusvalue);
570 glColor4f(0,0,0,1-bonustime);
571 text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
572 glColor4f(1,0,0,1-bonustime);
573 text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
574 glColor4f(.5,.5,.5,1);
577 if(tutoriallevel==1){
578 tutorialopac=tutorialmaxtime-tutorialstagetime;
579 if(tutorialopac>1)tutorialopac=1;
580 if(tutorialopac<0)tutorialopac=0;
582 sprintf (string, " ");
583 sprintf (string2, " ");
584 sprintf (string3, " ");
585 if(tutorialstage==0){
586 sprintf (string, " ");
587 sprintf (string2, " ");
588 sprintf (string3, " ");
590 if(tutorialstage==1){
591 sprintf (string, "Welcome to the Lugaru training level!");
592 sprintf (string2, " ");
593 sprintf (string3, " ");
595 if(tutorialstage==2){
596 sprintf (string, "BASIC MOVEMENT:");
597 sprintf (string2, " ");
598 sprintf (string3, " ");
600 if(tutorialstage==3){
601 sprintf (string, "You can move the mouse to rotate the camera.");
602 sprintf (string2, " ");
603 sprintf (string3, " ");
605 if(tutorialstage==4){
606 sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey));
607 sprintf (string2, "All movement is relative to the camera.");
608 sprintf (string3, " ");
610 if(tutorialstage==5){
611 sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
612 sprintf (string2, "You can hold it longer to jump higher.");
613 sprintf (string3, " ");
615 if(tutorialstage==6){
616 sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
617 sprintf (string2, "You can jump higher from a crouching position.");
618 sprintf (string3, " ");
620 if(tutorialstage==7){
621 sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
622 sprintf (string2, " ");
623 sprintf (string3, " ");
625 if(tutorialstage==8){
626 sprintf (string, "While crouching, you can sneak around silently");
627 sprintf (string2, "using the movement keys.");
628 sprintf (string3, " ");
630 if(tutorialstage==9){
631 sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
632 sprintf (string2, "to run animal-style.");
633 sprintf (string3, " ");
635 if(tutorialstage==10){
636 sprintf (string, "ADVANCED MOVEMENT:");
637 sprintf (string2, " ");
638 sprintf (string3, " ");
640 if(tutorialstage==11){
641 sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
642 sprintf (string2, "during impact to perform a walljump.");
643 sprintf (string3, "Be sure to use the movement keys to press against the wall");
645 if(tutorialstage==12){
646 sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
647 sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
648 sprintf (string3, " ");
650 if(tutorialstage==13){
651 sprintf (string, "BASIC COMBAT:");
652 sprintf (string2, " ");
653 sprintf (string3, " ");
655 if(tutorialstage==14){
656 sprintf (string, "There is now an imaginary enemy");
657 sprintf (string2, "in the middle of the training area.");
658 sprintf (string3, " ");
660 if(tutorialstage==15){
661 if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
662 else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
663 sprintf (string2, "You can punch by standing still near an enemy and attacking.");
664 sprintf (string3, " ");
666 if(tutorialstage==16){
667 sprintf (string, "If you are close, you will perform a weak punch.");
668 sprintf (string2, "The weak punch is excellent for starting attack combinations.");
669 sprintf (string3, " ");
671 if(tutorialstage==17){
672 sprintf (string, "Attacking while running results in a spin kick.");
673 sprintf (string2, "This is one of your most powerful ground attacks.");
674 sprintf (string3, " ");
676 if(tutorialstage==18){
677 sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
678 sprintf (string2, "This is a very fast attack, and easy to follow up.");
679 sprintf (string3, " ");
681 if(tutorialstage==19){
682 sprintf (string, "When an enemy is on the ground, you can deal some extra");
683 sprintf (string2, "damage by running up and drop-kicking him.");
684 sprintf (string3, "(Try knocking them down with a sweep first)");
686 if(tutorialstage==20){
687 sprintf (string, "Your most powerful individual attack is the rabbit kick.");
688 if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
689 else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
690 sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
692 if(tutorialstage==21){
693 sprintf (string, "This attack is devastating if timed correctly.");
694 sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
695 if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
696 else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
698 if(tutorialstage==22){
699 sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
700 sprintf (string2, "him instantly. Move close behind this enemy");
701 sprintf (string3, "and attack.");
703 if(tutorialstage==23){
704 sprintf (string, "Another important attack is the wall kick. When an enemy");
705 sprintf (string2, "is near a wall, perform a walljump nearby and hold");
706 sprintf (string3, "the attack key during impact with the wall.");
708 if(tutorialstage==24){
709 sprintf (string, "You can tackle enemies by running at them animal-style");
710 if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
711 else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
712 sprintf (string3, "This is especially useful when they are running away.");
714 if(tutorialstage==25){
715 sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
716 sprintf (string2, "against enemies with swords or other long weapons.");
717 sprintf (string3, " ");
719 if(tutorialstage==26){
720 sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
721 sprintf (string2, " ");
722 sprintf (string3, " ");
724 if(tutorialstage==27){
725 sprintf (string, "The enemy can now reverse your attacks.");
726 sprintf (string2, " ");
727 sprintf (string3, " ");
729 if(tutorialstage==28){
730 sprintf (string, "If you attack, you will notice that the enemy now sometimes");
731 sprintf (string2, "catches your attack and uses it against you. Hold");
732 sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
734 if(tutorialstage==29){
735 sprintf (string, "Try escaping from two more reversals in a row.");
736 sprintf (string2, " ");
737 sprintf (string3, " ");
739 if(tutorialstage==30){
740 sprintf (string, "Good!");
741 sprintf (string2, " ");
742 sprintf (string3, " ");
744 if(tutorialstage==31){
745 sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
746 sprintf (string2, "enemy's attack. You must also be close to the enemy;");
747 sprintf (string3, "this is especially important against armed opponents.");
749 if(tutorialstage==32){
750 sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
751 sprintf (string2, "This imaginary opponents attacks will be highlighted");
752 sprintf (string3, "to make this easier.");
754 if(tutorialstage==33){
755 sprintf (string, "Reverse three enemy attacks!");
756 sprintf (string2, " ");
757 sprintf (string3, " ");
759 if(tutorialstage==34){
760 sprintf (string, "Reverse two more enemy attacks!");
761 sprintf (string2, " ");
762 sprintf (string3, " ");
764 if(tutorialstage==35){
765 sprintf (string, "Reverse one more enemy attack!");
766 sprintf (string2, " ");
767 sprintf (string3, " ");
769 if(tutorialstage==36){
770 sprintf (string, "Excellent!");
771 sprintf (string2, " ");
772 sprintf (string3, " ");
774 if(tutorialstage==37){
775 sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
776 sprintf (string2, "Damage dealt: %d",(int)damagedealt);
777 sprintf (string3, "Damage taken: %d.",(int)damagetaken);
779 if(tutorialstage==38){
780 sprintf (string, "WEAPONS:");
781 sprintf (string2, " ");
782 sprintf (string3, " ");
784 if(tutorialstage==39){
785 sprintf (string, "There is now an imaginary knife");
786 sprintf (string2, "in the center of the training area.");
787 sprintf (string3, " ");
789 if(tutorialstage==40){
790 sprintf (string, "Stand, roll or handspring over the knife");
791 sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
792 sprintf (string3, "You can crouch and press the same key to drop it again.");
794 if(tutorialstage==41){
795 sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
796 sprintf (string2, "Sometimes it is best to keep them unequipped to");
797 sprintf (string3, "prevent enemies from taking them. ");
799 if(tutorialstage==42){
800 sprintf (string, "The knife is the smallest weapon and the least encumbering.");
801 sprintf (string2, "You can equip or unequip it while standing, crouching,");
802 sprintf (string3, "running or flipping.");
804 if(tutorialstage==43){
805 sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
806 sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
807 sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
809 if(tutorialstage==44){
810 sprintf (string, "The enemy now has your knife!");
811 sprintf (string2, "Please reverse two of his knife attacks.");
812 sprintf (string3, " ");
814 if(tutorialstage==45){
815 sprintf (string, "Please reverse one more of his knife attacks.");
816 sprintf (string2, " ");
817 sprintf (string3, " ");
819 if(tutorialstage==46){
820 sprintf (string, "Now he has a sword!");
821 sprintf (string2, "The sword has longer reach than your arms, so you");
822 sprintf (string3, "must move close to reverse the sword slash.");
824 if(tutorialstage==47){
825 sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
826 sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
827 sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
829 if(tutorialstage==48){
830 sprintf (string, "The staff is like the sword, but has two main attacks.");
831 sprintf (string2, "The standing smash is fast and effective, and the running");
832 sprintf (string3, "spin smash is slower and more powerful.");
834 if(tutorialstage==49){
835 sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
836 sprintf (string2, "It is possible to throw the knife while flipping,");
837 sprintf (string3, "but it is very inaccurate.");
839 if(tutorialstage==50){
840 sprintf (string, "You now know everything you can learn from training.");
841 sprintf (string2, "Everything else you must learn from experience!");
842 sprintf (string3, " ");
844 if(tutorialstage==51){
845 sprintf (string, "Walk out of the training area to return to the main menu.");
846 sprintf (string2, " ");
847 sprintf (string3, " ");
850 glColor4f(0,0,0,tutorialopac);
851 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);
852 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);
853 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);
854 glColor4f(1,1,1,tutorialopac);
855 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
856 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);
857 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);
859 sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
860 sprintf (string2, "Press escape at any time to");
861 sprintf (string3, "pause or exit the tutorial.");
864 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);
865 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);
866 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);
867 glColor4f(0.5,0.5,0.5,1);
868 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
869 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);
870 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);
874 if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
876 float closestdist=-1;
878 closest=currenthotspot;
879 for(i=0;i<numhotspots;i++){
880 distance=findDistancefast(&player[0].coords,&hotspot[i]);
881 if(closestdist==-1||distance<closestdist){
882 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
883 closestdist=distance;
889 currenthotspot=closest;
890 if(currenthotspot!=-1){
891 if(hotspottype[closest]<=10){
892 if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
895 tutorialopac=tutorialmaxtime-tutorialstagetime;
896 if(tutorialopac>1)tutorialopac=1;
897 if(tutorialopac<0)tutorialopac=0;
899 sprintf (string, "%s", hotspottext[closest]);
906 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
907 glColor4f(0,0,0,tutorialopac);
908 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);
909 glColor4f(1,1,1,tutorialopac);
910 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);
913 if(string[i]=='\0')done=1;
919 else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
920 whichdialogue=hotspottype[closest]-20;
921 for(j=0;j<numdialogueboxes[whichdialogue];j++){
922 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
923 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
924 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
925 player[participantfocus[whichdialogue][j]].velocity=0;
926 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
927 player[participantfocus[whichdialogue][j]].targetframe=0;
931 dialoguegonethrough[whichdialogue]++;
932 if(dialogueboxsound[whichdialogue][indialogue]!=0){
934 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
935 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
936 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
937 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
938 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
939 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
940 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
941 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
942 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
943 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
944 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
945 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
946 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
947 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
948 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
949 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
950 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
951 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
952 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
953 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
954 emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
960 if(indialogue!=-1&&!mainmenu){
961 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
962 glDisable(GL_CULL_FACE);
963 glDisable(GL_LIGHTING);
964 glDisable(GL_TEXTURE_2D);
966 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
967 glPushMatrix(); // Store The Projection Matrix
968 glLoadIdentity(); // Reset The Projection Matrix
969 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
970 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
971 glPushMatrix(); // Store The Modelview Matrix
972 glLoadIdentity(); // Reset The Modelview Matrix
973 if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
974 glScalef(screenwidth,screenheight/4,1);
975 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
978 glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
980 glVertex3f(0, 0, 0.0f);
981 glVertex3f(1, 0, 0.0f);
982 glVertex3f(1, 1, 0.0f);
983 glVertex3f(0, 1, 0.0f);
985 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
986 glPopMatrix(); // Restore The Old Projection Matrix
987 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
988 glPopMatrix(); // Restore The Old Projection Matrix
989 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
990 glEnable(GL_CULL_FACE);
993 glEnable(GL_TEXTURE_2D);
1000 startx=screenwidth*1/5;
1001 if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
1002 if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
1011 for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
1012 tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
1014 if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
1018 tempname[tempnum]='\0';
1021 sprintf (string, "%s: ", tempname);
1023 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1024 glColor4f(0,0,0,tutorialopac);
1025 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1026 glColor4f(0.7,0.7,0.7,tutorialopac);
1027 text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
1031 glColor4f(0,0,0,tutorialopac);
1032 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1036 for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
1037 tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
1038 if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
1041 sprintf (string, "%s", tempname);
1048 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1049 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1050 glColor4f(0,0,0,tutorialopac);
1051 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);
1052 glColor4f(1,1,1,tutorialopac);
1053 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1057 glColor4f(0,0,0,tutorialopac);
1058 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1062 if(string[i]=='\0')done=1;
1069 if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
1072 sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
1074 sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
1076 if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
1078 text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
1080 text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
1082 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1083 glDisable(GL_CULL_FACE);
1084 glDisable(GL_LIGHTING);
1085 glDisable(GL_TEXTURE_2D);
1087 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1088 glPushMatrix(); // Store The Projection Matrix
1089 glLoadIdentity(); // Reset The Projection Matrix
1090 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1091 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1092 glPushMatrix(); // Store The Modelview Matrix
1093 glLoadIdentity(); // Reset The Modelview Matrix
1094 glTranslatef(15,screenheight*17.5/20,0);
1095 glScalef(screenwidth/3+20,screenheight/20,1);
1096 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1098 glColor4f(0.0,0.4,0.0,0.7);
1099 float bar=((float)player[0].damage)/player[0].damagetolerance;
1101 glVertex3f((bar<1?bar:1),0,0.0f);
1102 glVertex3f(1,0,0.0f);
1103 glVertex3f(1,1,0.0f);
1104 glVertex3f((bar<1?bar:1),1,0.0f);
1106 glColor4f(0.1,0.0,0.0,1);
1107 bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
1109 glVertex3f(0,0,0.0f);
1110 glVertex3f((bar<1?bar:1),0,0.0f);
1111 glVertex3f((bar<1?bar:1),1,0.0f);
1112 glVertex3f(0,1,0.0f);
1114 glColor4f(0.4,0.0,0.0,0.7);
1115 bar = ((float)player[0].damage)/player[0].damagetolerance;
1117 glVertex3f(0,0,0.0f);
1118 glVertex3f((bar<1?bar:1),0,0.0f);
1119 glVertex3f((bar<1?bar:1),1,0.0f);
1120 glVertex3f(0,1,0.0f);
1122 glColor4f(0.4,0.0,0.0,0.7);
1123 bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
1125 glVertex3f(0,0,0.0f);
1126 glVertex3f((bar<1?bar:1),0,0.0f);
1127 glVertex3f((bar<1?bar:1),1,0.0f);
1128 glVertex3f(0,1,0.0f);
1130 glColor4f(0.4,0.0,0.0,0.7);
1131 bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
1133 glVertex3f(0,0,0.0f);
1134 glVertex3f((bar<1?bar:1),0,0.0f);
1135 glVertex3f((bar<1?bar:1),1,0.0f);
1136 glVertex3f(0,1,0.0f);
1138 glColor4f(0.0,0.0,0.0,0.7);
1140 glBegin(GL_LINE_STRIP);
1141 glVertex3f(0,0,0.0f);
1142 glVertex3f(1,0,0.0f);
1143 glVertex3f(1,1,0.0f);
1144 glVertex3f(0,1,0.0f);
1145 glVertex3f(0,0,0.0f);
1148 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1149 glPopMatrix(); // Restore The Old Projection Matrix
1150 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1151 glPopMatrix(); // Restore The Old Projection Matrix
1152 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1153 glEnable(GL_CULL_FACE);
1154 glDisable(GL_BLEND);
1156 glEnable(GL_TEXTURE_2D);
1158 // writing the numbers :
1159 sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
1161 text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
1163 text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
1167 glColor4f(.5,.5,.5,1);
1170 if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
1171 sprintf (string, "The framespersecond is %d.",(int)(fps));
1172 text.glPrint(10,30,string,0,.8,1024,768);
1174 sprintf (string, "Name: %s", registrationname);
1175 text.glPrint(10,260,string,0,.8,1024,768);
1179 sprintf (string, "Map editor enabled.");
1181 sprintf (string, "Map editor disabled.");
1182 text.glPrint(10,60,string,0,.8,1024,768);
1184 sprintf (string, "Object size: %f",editorsize);
1185 text.glPrint(10,75,string,0,.8,1024,768);
1186 if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
1187 else sprintf (string, "Object rotation: Random");
1188 text.glPrint(10,90,string,0,.8,1024,768);
1189 if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
1190 else sprintf (string, "Object rotation2: Random");
1191 text.glPrint(10,105,string,0,.8,1024,768);
1192 sprintf (string, "Object type: %d",editortype);
1193 text.glPrint(10,120,string,0,.8,1024,768);
1194 switch(editortype) {
1196 sprintf (string, "(box)");
1199 sprintf (string, "(tree)");
1202 sprintf (string, "(wall)");
1205 sprintf (string, "(weird)");
1208 sprintf (string, "(spike)");
1211 sprintf (string, "(rock)");
1214 sprintf (string, "(bush)");
1217 sprintf (string, "(tunnel)");
1220 sprintf (string, "(chimney)");
1223 sprintf (string, "(platform)");
1226 sprintf (string, "(cool)");
1229 sprintf (string, "(fire)");
1232 text.glPrint(130,120,string,0,.8,1024,768);
1234 sprintf (string, "Numplayers: %d",numplayers);
1235 text.glPrint(10,155,string,0,.8,1024,768);
1236 sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
1237 text.glPrint(10,140,string,0,.8,1024,768);
1239 sprintf (string, "Difficulty: %d",difficulty);
1240 text.glPrint(10,240,string,0,.8,1024,768);
1245 if(drawmode==glowmode){
1246 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1247 glDisable(GL_CULL_FACE);
1248 glDisable(GL_LIGHTING);
1249 glDisable(GL_TEXTURE_2D);
1251 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1252 glPushMatrix(); // Store The Projection Matrix
1253 glLoadIdentity(); // Reset The Projection Matrix
1254 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1255 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1256 glPushMatrix(); // Store The Modelview Matrix
1257 glLoadIdentity(); // Reset The Modelview Matrix
1258 glScalef(screenwidth,screenheight,1);
1259 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1261 glColor4f(0,0,0,.5);
1263 glVertex3f(0, 0, 0.0f);
1264 glVertex3f(256, 0, 0.0f);
1265 glVertex3f(256, 256, 0.0f);
1266 glVertex3f(0, 256, 0.0f);
1268 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1269 glPopMatrix(); // Restore The Old Projection Matrix
1270 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1271 glPopMatrix(); // Restore The Old Projection Matrix
1272 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1273 glEnable(GL_CULL_FACE);
1274 glDisable(GL_BLEND);
1278 if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
1279 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1280 glDisable(GL_CULL_FACE);
1281 glDisable(GL_LIGHTING);
1282 glDisable(GL_TEXTURE_2D);
1284 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1285 glPushMatrix(); // Store The Projection Matrix
1286 glLoadIdentity(); // Reset The Projection Matrix
1287 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1288 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1289 glPushMatrix(); // Store The Modelview Matrix
1290 glLoadIdentity(); // Reset The Modelview Matrix
1291 glScalef(screenwidth,screenheight,1);
1292 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1294 if(player[0].dead)blackout+=multiplier*3;
1295 if(player[0].dead==1)blackout=.4f;
1296 if(player[0].dead==2&&blackout>.6)blackout=.6;
1297 glColor4f(0,0,0,blackout);
1298 if(!player[0].dead){
1299 if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
1300 glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
1301 blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
1304 glColor4f(0,0,0,player[0].blooddimamount*.3);
1305 blackout=player[0].blooddimamount*.3;
1308 if(console)glColor4f(.7,0,0,.2);
1310 glVertex3f(0, 0, 0.0f);
1311 glVertex3f(256, 0, 0.0f);
1312 glVertex3f(256, 256, 0.0f);
1313 glVertex3f(0, 256, 0.0f);
1315 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1316 glPopMatrix(); // Restore The Old Projection Matrix
1317 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1318 glPopMatrix(); // Restore The Old Projection Matrix
1319 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1320 glEnable(GL_CULL_FACE);
1321 glDisable(GL_BLEND);
1325 if(flashamount>0&&damageeffects){
1326 if(flashamount>1)flashamount=1;
1327 if(flashdelay<=0)flashamount-=multiplier;
1329 if(flashamount<0)flashamount=0;
1330 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1331 glDisable(GL_CULL_FACE);
1332 glDisable(GL_LIGHTING);
1334 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1335 glPushMatrix(); // Store The Projection Matrix
1336 glLoadIdentity(); // Reset The Projection Matrix
1337 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1338 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1339 glPushMatrix(); // Store The Modelview Matrix
1340 glLoadIdentity(); // Reset The Modelview Matrix
1341 glScalef(screenwidth,screenheight,1);
1342 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1344 glColor4f(flashr,flashg,flashb,flashamount);
1346 glVertex3f(0, 0, 0.0f);
1347 glVertex3f(256, 0, 0.0f);
1348 glVertex3f(256, 256, 0.0f);
1349 glVertex3f(0, 256, 0.0f);
1351 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1352 glPopMatrix(); // Restore The Old Projection Matrix
1353 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1354 glPopMatrix(); // Restore The Old Projection Matrix
1355 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1356 glEnable(GL_CULL_FACE);
1357 glDisable(GL_BLEND);
1363 glEnable(GL_TEXTURE_2D);
1366 sprintf (string, " ]");
1367 text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
1369 sprintf (string, "_");
1370 text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
1374 if((i!=0||chatting)&&displaytime[i]<4)
1375 for(j=0;j<displaychars[i];j++){
1376 glColor4f(1,1,1,4-displaytime[i]);
1377 if(j<displaychars[i]){
1378 sprintf (string, "%c",displaytext[i][j]);
1379 text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
1385 if(minimap&&indialogue==-1){
1386 float mapviewdist = 20000;
1388 glDisable(GL_DEPTH_TEST);
1389 glColor3f (1.0, 1.0, 1.0); // no coloring
1391 glEnable(GL_TEXTURE_2D);
1392 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1393 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1394 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1395 glDisable(GL_CULL_FACE);
1396 glDisable(GL_LIGHTING);
1398 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1399 glPushMatrix(); // Store The Projection Matrix
1400 glLoadIdentity(); // Reset The Projection Matrix
1401 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1402 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1403 glPushMatrix(); // Store The Modelview Matrix
1404 glLoadIdentity(); // Reset The Modelview Matrix
1405 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1406 glTranslatef(1.75,.25,0);
1407 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1415 int numliveplayers=0;
1417 for(i=0;i<numplayers;i++){
1418 if(!player[i].dead) numliveplayers++;
1423 for(i=0;i<objects.numobjects;i++){
1424 if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
1425 center+=objects.position[i];
1429 for(i=0;i<numplayers;i++){
1430 if(!player[i].dead)center+=player[i].coords;
1432 center/=numadd+numliveplayers;
1434 center=player[0].coords;
1436 float maxdistance=0;
1438 //~ int whichclosest;
1439 for(i=0;i<objects.numobjects;i++){
1440 tempdist=findDistancefast(¢er,&objects.position[i]);
1441 if(tempdist>maxdistance){
1443 maxdistance=tempdist;
1446 for(i=0;i<numplayers;i++){
1447 if(!player[i].dead){
1448 tempdist=findDistancefast(¢er,&player[i].coords);
1449 if(tempdist>maxdistance){
1451 maxdistance=tempdist;
1455 radius=fast_sqrt(maxdistance);
1459 glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
1461 glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
1463 glRotatef(player[0].lookrotation*-1+180,0,0,1);
1464 glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
1465 for(i=0;i<objects.numobjects;i++){
1466 if(objects.type[i]==treetrunktype){
1467 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1468 if(distcheck<mapviewdist){
1469 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1470 glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
1472 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1473 glRotatef(objects.rotation[i],0,0,1);
1474 glScalef(.003,.003,.003);
1477 glVertex3f(-1, -1, 0.0f);
1479 glVertex3f(1, -1, 0.0f);
1481 glVertex3f(1, 1, 0.0f);
1483 glVertex3f(-1, 1, 0.0f);
1488 if(objects.type[i]==boxtype){
1489 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1490 if(distcheck<mapviewdist){
1491 glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
1492 glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
1494 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1495 glRotatef(objects.rotation[i],0,0,1);
1496 glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
1499 glVertex3f(-1, -1, 0.0f);
1501 glVertex3f(1, -1, 0.0f);
1503 glVertex3f(1, 1, 0.0f);
1505 glVertex3f(-1, 1, 0.0f);
1512 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1513 for(i=0;i<numboundaries;i++){
1514 glColor4f(0,0,0,opac/3);
1516 glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
1517 glScalef(.002,.002,.002);
1520 glVertex3f(-1, -1, 0.0f);
1522 glVertex3f(1, -1, 0.0f);
1524 glVertex3f(1, 1, 0.0f);
1526 glVertex3f(-1, 1, 0.0f);
1531 for(i=0;i<numplayers;i++){
1532 distcheck=findDistancefast(&player[0].coords,&player[i].coords);
1533 if(distcheck<mapviewdist){
1535 glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
1536 if(i==0)glColor4f(1,1,1,opac);
1537 else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
1538 else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
1539 else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
1540 else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
1541 else glColor4f(1,1,0,1);
1542 glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
1543 glRotatef(player[i].rotation+180,0,0,1);
1544 glScalef(.005,.005,.005);
1547 glVertex3f(-1, -1, 0.0f);
1549 glVertex3f(1, -1, 0.0f);
1551 glVertex3f(1, 1, 0.0f);
1553 glVertex3f(-1, 1, 0.0f);
1559 glDisable(GL_TEXTURE_2D);
1560 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1561 glPopMatrix(); // Restore The Old Projection Matrix
1562 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1563 glPopMatrix(); // Restore The Old Projection Matrix
1564 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1565 glEnable(GL_CULL_FACE);
1566 glDisable(GL_BLEND);
1570 if(loading&&!stealthloading&&(!campaign||player[0].dead)){
1571 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1572 glDisable(GL_CULL_FACE);
1573 glDisable(GL_LIGHTING);
1574 glDisable(GL_TEXTURE_2D);
1576 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1577 glPushMatrix(); // Store The Projection Matrix
1578 glLoadIdentity(); // Reset The Projection Matrix
1579 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1580 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1581 glPushMatrix(); // Store The Modelview Matrix
1582 glLoadIdentity(); // Reset The Modelview Matrix
1583 glScalef(screenwidth,screenheight,1);
1584 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1586 glColor4f(0,0,0,.7);
1588 glVertex3f(0, 0, 0.0f);
1589 glVertex3f(256, 0, 0.0f);
1590 glVertex3f(256, 256, 0.0f);
1591 glVertex3f(0, 256, 0.0f);
1593 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1594 glPopMatrix(); // Restore The Old Projection Matrix
1595 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1596 glPopMatrix(); // Restore The Old Projection Matrix
1597 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1598 glEnable(GL_CULL_FACE);
1599 glDisable(GL_BLEND);
1603 glDisable(GL_DEPTH_TEST);
1604 glColor3f (1.0, 1.0, 1.0); // no coloring
1606 glEnable(GL_TEXTURE_2D);
1611 glEnable(GL_TEXTURE_2D);
1613 sprintf (string, "Loading...");
1614 text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
1617 //if(ismotionblur)drawmode=motionblurmode;
1618 drawmode=normalmode;
1621 if(winfreeze&&!campaign){
1622 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1623 glDisable(GL_CULL_FACE);
1624 glDisable(GL_LIGHTING);
1625 glDisable(GL_TEXTURE_2D);
1627 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1628 glPushMatrix(); // Store The Projection Matrix
1629 glLoadIdentity(); // Reset The Projection Matrix
1630 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1631 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1632 glPushMatrix(); // Store The Modelview Matrix
1633 glLoadIdentity(); // Reset The Modelview Matrix
1634 glScalef(screenwidth,screenheight,1);
1635 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1637 glColor4f(0,0,0,.4);
1639 glVertex3f(0, 0, 0.0f);
1640 glVertex3f(256, 0, 0.0f);
1641 glVertex3f(256, 256, 0.0f);
1642 glVertex3f(0, 256, 0.0f);
1644 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1645 glPopMatrix(); // Restore The Old Projection Matrix
1646 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1647 glPopMatrix(); // Restore The Old Projection Matrix
1648 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1649 glEnable(GL_CULL_FACE);
1650 glDisable(GL_BLEND);
1654 glDisable(GL_DEPTH_TEST);
1655 glColor3f (1.0, 1.0, 1.0); // no coloring
1657 glEnable(GL_TEXTURE_2D);
1659 //Win Screen Won Victory
1661 glEnable(GL_TEXTURE_2D);
1663 sprintf (string, "Level Cleared!");
1664 text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
1666 sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
1667 text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
1670 sprintf (string, "Press Escape or Space to continue");
1672 sprintf (string, "Press Escape to return to menu or Space to continue");
1673 text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
1677 for(i=0;i<255;i++)string[i]='\0';
1678 sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
1679 strcat(string,temp);
1680 if((int)(leveltime)%60<10)strcat(string,"0");
1681 sprintf (temp, "%d",(int)(leveltime)%60);
1682 strcat(string,temp);
1683 text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
1686 int awards[award_count];
1687 int numawards = award_awards(awards);
1689 for (i = 0; i < numawards && i < 6; i++)
1690 text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
1693 if(drawmode!=normalmode){
1694 glEnable(GL_TEXTURE_2D);
1696 if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
1699 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1700 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1701 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1702 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1703 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1704 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1705 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1707 glBindTexture( GL_TEXTURE_2D, screentexture);
1708 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1711 if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
1713 glBindTexture( GL_TEXTURE_2D, screentexture2);
1714 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1716 if(!screentexture2){
1717 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1719 glGenTextures( 1, &screentexture2 );
1720 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1722 glEnable(GL_TEXTURE_2D);
1723 glBindTexture( GL_TEXTURE_2D, screentexture2);
1724 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1725 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1727 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1733 glClear(GL_DEPTH_BUFFER_BIT);
1734 ReSizeGLScene(90,.1f);
1735 glViewport(0,0,screenwidth,screenheight);
1737 if(drawmode!=normalmode){
1738 glDisable(GL_DEPTH_TEST);
1739 if(drawmode==motionblurmode){
1740 glDrawBuffer(GL_FRONT);
1741 glReadBuffer(GL_BACK);
1743 glColor3f (1.0, 1.0, 1.0); // no coloring
1745 glEnable(GL_TEXTURE_2D);
1746 glBindTexture( GL_TEXTURE_2D, screentexture);
1747 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1748 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1749 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1750 glDisable(GL_CULL_FACE);
1751 glDisable(GL_LIGHTING);
1753 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1754 glPushMatrix(); // Store The Projection Matrix
1755 glLoadIdentity(); // Reset The Projection Matrix
1756 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1757 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1758 glPushMatrix(); // Store The Modelview Matrix
1759 glLoadIdentity(); // Reset The Modelview Matrix
1760 glScalef((float)screenwidth/2,(float)screenheight/2,1);
1761 glTranslatef(1,1,0);
1762 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1764 if(drawmode==motionblurmode){
1765 if(motionbluramount<.2)motionbluramount=.2;
1766 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
1767 glColor4f(1,1,1,motionbluramount);
1771 glVertex3f(-1, -1, 0.0f);
1772 glTexCoord2f(texcoordwidth,0);
1773 glVertex3f(1, -1, 0.0f);
1774 glTexCoord2f(texcoordwidth,texcoordheight);
1775 glVertex3f(1, 1, 0.0f);
1776 glTexCoord2f(0,texcoordheight);
1777 glVertex3f(-1, 1, 0.0f);
1781 if(drawmode==realmotionblurmode){
1782 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1783 glClear(GL_COLOR_BUFFER_BIT);
1784 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
1785 glBindTexture( GL_TEXTURE_2D, screentexture);
1786 glColor4f(1,1,1,.5);
1790 glVertex3f(-1, -1, 0.0f);
1791 glTexCoord2f(texcoordwidth,0);
1792 glVertex3f(1, -1, 0.0f);
1793 glTexCoord2f(texcoordwidth,texcoordheight);
1794 glVertex3f(1, 1, 0.0f);
1795 glTexCoord2f(0,texcoordheight);
1796 glVertex3f(-1, 1, 0.0f);
1799 glBindTexture( GL_TEXTURE_2D, screentexture2);
1800 glColor4f(1,1,1,.5);
1804 glVertex3f(-1, -1, 0.0f);
1805 glTexCoord2f(texcoordwidth,0);
1806 glVertex3f(1, -1, 0.0f);
1807 glTexCoord2f(texcoordwidth,texcoordheight);
1808 glVertex3f(1, 1, 0.0f);
1809 glTexCoord2f(0,texcoordheight);
1810 glVertex3f(-1, 1, 0.0f);
1813 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1815 if(drawmode==doublevisionmode){
1816 static float crosseyedness;
1817 crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
1818 if(crosseyedness>1)crosseyedness=1;
1819 if(crosseyedness<0)crosseyedness=0;
1821 glDisable(GL_BLEND);
1826 glVertex3f(-1, -1, 0.0f);
1827 glTexCoord2f(texcoordwidth,0);
1828 glVertex3f(1, -1, 0.0f);
1829 glTexCoord2f(texcoordwidth,texcoordheight);
1830 glVertex3f(1, 1, 0.0f);
1831 glTexCoord2f(0,texcoordheight);
1832 glVertex3f(-1, 1, 0.0f);
1836 glColor4f(1,1,1,.5);
1839 glTranslatef(.015*crosseyedness,0,0);
1843 glVertex3f(-1, -1, 0.0f);
1844 glTexCoord2f(texcoordwidth,0);
1845 glVertex3f(1, -1, 0.0f);
1846 glTexCoord2f(texcoordwidth,texcoordheight);
1847 glVertex3f(1, 1, 0.0f);
1848 glTexCoord2f(0,texcoordheight);
1849 glVertex3f(-1, 1, 0.0f);
1854 if(drawmode==glowmode){
1855 glColor4f(.5,.5,.5,.5);
1857 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
1859 glTranslatef(.01,0,0);
1862 glVertex3f(-1, -1, 0.0f);
1863 glTexCoord2f(texcoordwidth,0);
1864 glVertex3f(1, -1, 0.0f);
1865 glTexCoord2f(texcoordwidth,texcoordheight);
1866 glVertex3f(1, 1, 0.0f);
1867 glTexCoord2f(0,texcoordheight);
1868 glVertex3f(-1, 1, 0.0f);
1872 glTranslatef(-.01,0,0);
1875 glVertex3f(-1, -1, 0.0f);
1876 glTexCoord2f(texcoordwidth,0);
1877 glVertex3f(1, -1, 0.0f);
1878 glTexCoord2f(texcoordwidth,texcoordheight);
1879 glVertex3f(1, 1, 0.0f);
1880 glTexCoord2f(0,texcoordheight);
1881 glVertex3f(-1, 1, 0.0f);
1885 glTranslatef(.0,.01,0);
1888 glVertex3f(-1, -1, 0.0f);
1889 glTexCoord2f(texcoordwidth,0);
1890 glVertex3f(1, -1, 0.0f);
1891 glTexCoord2f(texcoordwidth,texcoordheight);
1892 glVertex3f(1, 1, 0.0f);
1893 glTexCoord2f(0,texcoordheight);
1894 glVertex3f(-1, 1, 0.0f);
1898 glTranslatef(0,-.01,0);
1901 glVertex3f(-1, -1, 0.0f);
1902 glTexCoord2f(texcoordwidth,0);
1903 glVertex3f(1, -1, 0.0f);
1904 glTexCoord2f(texcoordwidth,texcoordheight);
1905 glVertex3f(1, 1, 0.0f);
1906 glTexCoord2f(0,texcoordheight);
1907 glVertex3f(-1, 1, 0.0f);
1911 if(drawmode==radialzoommode){
1913 //glRotatef((float)i*.1,0,0,1);
1914 glColor4f(1,1,1,1/((float)i+1));
1916 glScalef(1+(float)i*.01,1+(float)i*.01,1);
1919 glVertex3f(-1, -1, 0.0f);
1920 glTexCoord2f(texcoordwidth,0);
1921 glVertex3f(1, -1, 0.0f);
1922 glTexCoord2f(texcoordwidth,texcoordheight);
1923 glVertex3f(1, 1, 0.0f);
1924 glTexCoord2f(0,texcoordheight);
1925 glVertex3f(-1, 1, 0.0f);
1930 glDisable(GL_TEXTURE_2D);
1931 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1932 glPopMatrix(); // Restore The Old Projection Matrix
1933 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1934 glPopMatrix(); // Restore The Old Projection Matrix
1935 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1936 glEnable(GL_CULL_FACE);
1937 glDisable(GL_BLEND);
1942 glEnable(GL_TEXTURE_2D);
1945 if(consoleselected>=60)
1946 offset=consoleselected-60;
1947 sprintf (string, " ]");
1948 text.glPrint(10,30,string,0,1,1024,768);
1950 sprintf (string, "_");
1951 text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
1954 for(j=0;j<consolechars[i];j++){
1955 glColor4f(1,1,1,1-(float)(i)/16);
1956 if(j<consolechars[i]){
1957 sprintf (string, "%c",consoletext[i][j]);
1958 text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
1965 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1966 multiplier=tempmult;
1973 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1974 tempmult=multiplier;
1979 if ( side == stereoRight || side == stereoCenter ) {
1980 if(drawmode!=motionblurmode||mainmenu){
1985 //myassert(glGetError() == GL_NO_ERROR);
1986 glDrawBuffer(GL_BACK);
1987 glReadBuffer(GL_BACK);
1992 if(drawtoggle==2)drawtoggle=0;
1994 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1995 multiplier=tempmult;
1997 //Jordan fixed your warning!
2001 vector<string> Game::ListCampaigns() {
2002 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
2003 struct dirent *campaign = NULL;
2005 perror("Problem while loading campaigns");
2006 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
2009 vector<string> campaignNames;
2010 while ((campaign = readdir(campaigns)) != NULL) {
2011 string name(campaign->d_name);
2014 if(!name.compare(name.length()-4,4,".txt")) {
2015 campaignNames.push_back(name.substr(0,name.length()-4));
2018 closedir(campaigns);
2019 return campaignNames;
2022 void Game::LoadCampaign() {
2025 ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str()));
2026 ipstream.ignore(256,':');
2028 ipstream >> numlevels;
2029 campaignlevels.clear();
2030 for(int i=0;i<numlevels;i++) {
2033 campaignlevels.push_back(cl);
2037 ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
2039 LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
2041 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2044 if(accountactive->getCampaignChoicesMade()==0) {
2045 accountactive->setCampaignScore(0);
2046 accountactive->resetFasttime();
2050 void Game::DrawMenu() {
2051 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2054 glDrawBuffer(GL_BACK);
2055 glReadBuffer(GL_BACK);
2056 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2057 ReSizeGLScene(90,.1f);
2059 if(oldmainmenu!=mainmenu){
2065 oldmainmenu=mainmenu;
2067 glClear(GL_DEPTH_BUFFER_BIT);
2068 glEnable(GL_ALPHA_TEST);
2069 glAlphaFunc(GL_GREATER, 0.001f);
2070 glEnable(GL_TEXTURE_2D);
2071 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2072 glDisable(GL_CULL_FACE);
2073 glDisable(GL_LIGHTING);
2075 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2076 glPushMatrix(); // Store The Projection Matrix
2077 glLoadIdentity(); // Reset The Projection Matrix
2078 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2079 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2080 glPushMatrix(); // Store The Modelview Matrix
2081 glLoadIdentity(); // Reset The Modelview Matrix
2082 glTranslatef(screenwidth/2,screenheight/2,0);
2084 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2085 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2086 glDisable(GL_BLEND);
2087 glColor4f(0,0,0,1.0);
2088 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2089 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2090 glDisable(GL_TEXTURE_2D);
2092 //glScalef(.25,.25,.25);
2095 glVertex3f(-1, -1, 0.0f);
2097 glVertex3f(1, -1, 0.0f);
2099 glVertex3f(1, 1, 0.0f);
2101 glVertex3f(-1, 1, 0.0f);
2105 glColor4f(0.4,0.4,0.4,1.0);
2106 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2107 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2108 glEnable(GL_TEXTURE_2D);
2109 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
2111 //glScalef(.25,.25,.25);
2114 glVertex3f(-1, -1, 0.0f);
2116 glVertex3f(1, -1, 0.0f);
2118 glVertex3f(1, 1, 0.0f);
2120 glVertex3f(-1, 1, 0.0f);
2125 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2127 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2139 starty[1]=480-152-32;
2144 starty[2]=480-228-32;
2150 starty[3]=480-306-32;
2157 starty[3]=480-306-32;
2166 if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
2167 else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
2171 if(newdetail==2) sprintf (menustring[1], "Detail: High");
2172 else if(newdetail==1) sprintf (menustring[1], "Detail: Medium");
2173 else sprintf (menustring[1], "Detail: Low");
2177 if(bloodtoggle==2) sprintf (menustring[2], "Blood: On, high detail (slower)");
2178 if(bloodtoggle==1) sprintf (menustring[2], "Blood: On, low detail");
2179 if(bloodtoggle==0) sprintf (menustring[2], "Blood: Off");
2183 if(difficulty==2) sprintf (menustring[3], "Difficulty: Insane");
2184 if(difficulty==1) sprintf (menustring[3], "Difficulty: Difficult");
2185 if(difficulty==0) sprintf (menustring[3], "Difficulty: Easier");
2186 startx[3]=10+20-1000;
2189 if(ismotionblur==1) sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
2190 if(ismotionblur==0) sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
2194 if(decals==1) sprintf (menustring[5], "Decals: Enabled (slower)");
2195 if(decals==0) sprintf (menustring[5], "Decals: Disabled");
2199 if(musictoggle==1) sprintf (menustring[6], "Music: Enabled");
2200 if(musictoggle==0) sprintf (menustring[6], "Music: Disabled");
2204 if(invertmouse==1) sprintf (menustring[9], "Invert mouse: Yes");
2205 if(invertmouse==0) sprintf (menustring[9], "Invert mouse: No");
2209 sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
2213 sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
2217 sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
2221 sprintf (menustring[7], "-Configure Controls-");
2225 sprintf (menustring[12], "-Configure Stereo -");
2229 if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
2230 else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
2237 if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
2238 else sprintf (menustring[0], "Forwards: _");
2242 if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
2243 else sprintf (menustring[1], "Back: _");
2247 if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
2248 else sprintf (menustring[2], "Left: _");
2252 if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
2253 else sprintf (menustring[3], "Right: _");
2257 if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
2258 else sprintf (menustring[4], "Crouch: _");
2262 if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
2263 else sprintf (menustring[5], "Jump: _");
2267 if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
2268 else sprintf (menustring[6], "Draw: _");
2272 if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
2273 else sprintf (menustring[7], "Throw: _");
2277 if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
2278 else sprintf (menustring[8], "Attack: _");
2282 sprintf (menustring[9], "Back");
2288 nummenuitems=NB_CAMPAIGN_MENU_ITEM;
2290 sprintf (menustring[0], "%s",accountactive->getName());
2294 sprintf (menustring[1], "Tutorial");
2298 sprintf (menustring[2], "Challenge");
2302 sprintf (menustring[3], "Delete User");
2306 sprintf (menustring[4], "Main Menu");
2310 sprintf (menustring[5], "Change User");
2314 sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str());
2322 sprintf (menustring[0], "Are you sure you want to delete this user?");
2326 sprintf (menustring[1], "Yes");
2330 sprintf (menustring[2], "No");
2336 nummenuitems=Account::getNbAccounts()+2;
2340 if(Account::getNbAccounts()<8)
2341 sprintf (menustring[0], "New User");
2343 sprintf (menustring[0], "No More Users");
2351 for(int i=0;i<Account::getNbAccounts();i++){
2352 sprintf (menustring[num], "%s",Account::get(i)->getName());
2354 starty[num]=360-20-20*num;
2359 sprintf (menustring[num], "Back");
2367 sprintf (menustring[0], "Easier");
2371 sprintf (menustring[1], "Difficult");
2375 sprintf (menustring[2], "Insane");
2381 nummenuitems=2+numchallengelevels;
2384 for(int i=0;i<numchallengelevels;i++){
2386 sprintf (temp, "Level %d",i+1);
2387 for(int j=strlen(temp);j<17;j++)
2390 sprintf (temp, "%d",(int)accountactive->getHighScore(i));
2391 for(int j=strlen(temp);j<(32-17);j++)
2394 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
2395 if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
2397 sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
2400 sprintf(menustring[i],"%s",name.c_str());
2406 sprintf (menustring[numchallengelevels], "Back");
2407 startx[numchallengelevels]=10;
2408 starty[numchallengelevels]=10;
2410 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2411 startx[numchallengelevels+1]=10;
2412 starty[numchallengelevels+1]=440;
2414 //numchallengelevels=tempncl;
2422 sprintf (menustring[0], "Congratulations!");
2426 sprintf (menustring[1], "You have avenged your family and");
2430 sprintf (menustring[2], "restored peace to the island of Lugaru.");
2434 sprintf (menustring[3], "Back");
2438 for(int i=0;i<255;i++)
2439 menustring[4][i]='\0';
2440 sprintf (temp, "Your score:");
2441 strcpy(menustring[4],temp);
2442 for(int i=0;i<20;i++)
2443 if(menustring[4][i]=='\0')
2444 menustring[4][i]=' ';
2445 menustring[4][20]='\0';
2446 sprintf (temp, "%d",(int)accountactive->getCampaignScore());
2447 strcat(menustring[4],temp);
2450 for(int i=0;i<255;i++)
2451 menustring[5][i]='\0';
2452 sprintf (temp, "Highest score:");
2453 strcpy(menustring[5],temp);
2454 for(int i=0;i<20;i++)
2455 if(menustring[5][i]=='\0')menustring[5][i]=' ';
2456 menustring[5][20]='\0';
2457 sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
2458 strcat(menustring[5],temp);
2465 sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
2469 sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
2473 sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
2477 sprintf (menustring[3], "Back");
2482 if(mainmenu!=1 && mainmenu!=2) {
2483 for(int i=0;i<nummenuitems;++i) {
2484 endx[i]=startx[i]+strlen(menustring[i])*10;
2485 endy[i]=starty[i]+20;
2491 for(int i=0;i<nummenuitems;i++) {
2492 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]) {
2493 if((mainmenu!=5) && (mainmenu!=1) && (mainmenu!=2)) selected=i; // username in menu 5 and game title in menu 1&2 can't be selected
2494 else if (i>0) selected=i;
2499 numlevelsonmap = accountactive->getCampaignChoicesMade()+(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel.size():1);
2500 for (int i=0;i<numlevelsonmap;i++) {
2501 if ((mousecoordh/screenwidth*640)>campaignlevels[i].getStartX()&&
2502 (mousecoordh/screenwidth*640)<campaignlevels[i].getEndX()&&
2503 480-(mousecoordv/screenheight*480)>campaignlevels[i].getStartY()&&
2504 480-(mousecoordv/screenheight*480)<campaignlevels[i].getEndY()) {
2505 selected=nummenuitems+i;
2512 for(int i=0;i<nummenuitems+numlevelsonmap;i++) {
2514 selectedlong[i]+=multiplier*5;
2515 if(selectedlong[i]>1) selectedlong[i]=1;
2517 selectedlong[i]-=multiplier*5;
2518 if(selectedlong[i]<0) selectedlong[i]=0;
2522 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2523 glPushMatrix(); // Store The Projection Matrix
2524 glLoadIdentity(); // Reset The Projection Matrix
2525 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
2526 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2527 glPushMatrix(); // Store The Modelview Matrix
2528 glLoadIdentity(); // Reset The Modelview Matrix
2529 glEnable(GL_TEXTURE_2D);
2530 for(int j=0;j<nummenuitems;j++)
2532 //glDisable(GL_BLEND);
2533 glEnable(GL_ALPHA_TEST);
2535 //glDisable(GL_ALPHA_TEST);
2536 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2537 if(mainmenu==1||mainmenu==2)
2540 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2541 if(mainmenu==2 && (j==1 || j == 3)) {
2542 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[(j==1?5:6)]);
2544 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
2546 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2547 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2548 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2552 glVertex3f(startx[j], starty[j], 0.0f);
2554 glVertex3f(endx[j], starty[j], 0.0f);
2556 glVertex3f(endx[j], endy[j], 0.0f);
2558 glVertex3f(startx[j], endy[j], 0.0f);
2562 //glDisable(GL_ALPHA_TEST);
2563 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2564 for(int i=0;i<10;i++)
2566 if(1-((float)i)/10-(1-selectedlong[j])>0)
2568 glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2569 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2573 glVertex3f(startx[j]-((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
2575 glVertex3f(endx[j]+((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
2577 glVertex3f(endx[j]+((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
2579 glVertex3f(startx[j]-((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
2585 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
2588 if( (mainmenu==9) && j>accountactive->getProgress() && (j<numchallengelevels) )
2589 glColor4f(0.5,0,0,1);
2590 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2592 if(mainmenu!=7||j!=0||!entername)
2593 text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
2598 text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
2600 for(int l=0;l<displaychars[0];l++) {
2601 sprintf (string, "%c",displaytext[0][l]);
2602 text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
2607 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2608 for(int i=0;i<15;i++)
2610 if(1-((float)i)/15-(1-selectedlong[j])>0)
2612 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2613 if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2614 if(mainmenu==3)text.glPrint(startx[j]-((float)i)-((((float)i)/70)*strlen(menustring[j]))*3,starty[j],menustring[j],0,1+((float)i)/70,640,480);
2615 if(mainmenu==4)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2616 if(mainmenu==5)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2617 if(mainmenu==6)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2618 if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2619 if(mainmenu==8)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2620 if(mainmenu==9)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2621 if(mainmenu==10)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2622 if(mainmenu==18)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2628 if(mainmenu==5) { // show map
2629 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // black background for the map
2630 glBlendFunc(GL_SRC_ALPHA,GL_ONE); // no background
2631 glClear(GL_DEPTH_BUFFER_BIT);
2632 glEnable(GL_ALPHA_TEST);
2633 glAlphaFunc(GL_GREATER, 0.001f);
2634 glEnable(GL_TEXTURE_2D);
2635 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2636 glDisable(GL_CULL_FACE);
2637 glDisable(GL_LIGHTING);
2639 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2640 glPushMatrix(); // Store The Projection Matrix
2641 glLoadIdentity(); // Reset The Projection Matrix
2642 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
2643 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2644 glPushMatrix(); // Store The Modelview Matrix
2645 glLoadIdentity(); // Reset The Modelview Matrix
2648 //Draw world, draw map
2649 glTranslatef(2,-5,0);
2650 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
2651 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2652 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2659 midpoint.x=150+itemsize;
2660 midpoint.y=60+itemsize;
2661 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2665 glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
2667 glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
2669 glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
2671 glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
2677 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2679 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2682 for(int i=0; i<numlevelsonmap;i++) { // show levels on the map
2683 glEnable(GL_ALPHA_TEST);
2685 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2687 glClear(GL_DEPTH_BUFFER_BIT);
2688 glEnable(GL_ALPHA_TEST);
2689 glAlphaFunc(GL_GREATER, 0.001f);
2690 glEnable(GL_TEXTURE_2D);
2691 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2692 glDisable(GL_CULL_FACE);
2693 glDisable(GL_LIGHTING);
2696 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2697 glPushMatrix(); // Store The Projection Matrix
2698 glLoadIdentity(); // Reset The Projection Matrix
2699 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
2700 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2701 glPushMatrix(); // Store The Modelview Matrix
2702 glLoadIdentity(); // Reset The Modelview Matrix
2705 //Draw world, draw map
2706 glTranslatef(2,-5,0);
2708 if(i<numlevelsonmap-1)
2710 XYZ linestart,lineend,offset;
2717 linestart=campaignlevels[i].getCenter();
2718 lineend=campaignlevels[i+1].getCenter();
2719 offset=lineend-linestart;
2722 offset=DoRotation(offset,0,0,90);
2724 glDisable(GL_TEXTURE_2D);
2726 if(i+1<accountactive->getCampaignChoicesMade()){
2727 glColor4f(0.5,0,0,1);
2735 linestart+=fac*4*startsize;
2736 lineend-=fac*4*endsize;
2738 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2742 glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
2744 glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
2746 glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
2748 glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
2751 glEnable(GL_TEXTURE_2D);
2754 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
2755 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2756 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2759 itemsize=campaignlevels[i].getWidth()/2;
2760 midpoint=campaignlevels[i].getCenter();
2761 if(i < accountactive->getCampaignChoicesMade()) {
2762 glColor4f(0.5,0,0,1);
2767 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2771 glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
2773 glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
2775 glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
2777 glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
2781 for(int j=0;j<10;j++)
2783 if(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i])>0)
2785 glColor4f(1,0,0,(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i]))*.25);
2786 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2790 glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
2792 glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
2794 glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
2796 glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
2803 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2805 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2807 if(i>=accountactive->getCampaignChoicesMade()){
2808 text.glPrintOutlined(0.9,0,0,campaignlevels[i].getStartX()+10,
2809 campaignlevels[i].getStartY()-4,
2810 campaignlevels[i].description.c_str(),0,0.6,640,480);
2811 glDisable(GL_DEPTH_TEST);
2815 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2817 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2820 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2821 glPushMatrix(); // Store The Projection Matrix
2822 glLoadIdentity(); // Reset The Projection Matrix
2823 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2824 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2825 glPushMatrix(); // Store The Modelview Matrix
2826 glLoadIdentity(); // Reset The Modelview Matrix
2827 glTranslatef(screenwidth/2,screenheight/2,0);
2829 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2830 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2832 glEnable(GL_TEXTURE_2D);
2834 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2835 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2837 if(!waiting) { // hide the cursor while waiting for a key
2839 glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
2840 glScalef((float)screenwidth/64,(float)screenwidth/64,1);
2841 glTranslatef(1,-1,0);
2842 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2844 glBindTexture( GL_TEXTURE_2D, cursortexture);
2846 //glScalef(.25,.25,.25);
2849 glVertex3f(-1, -1, 0.0f);
2851 glVertex3f(1, -1, 0.0f);
2853 glVertex3f(1, 1, 0.0f);
2855 glVertex3f(-1, 1, 0.0f);
2861 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2867 if(flashamount>1)flashamount=1;
2868 if(flashdelay<=0)flashamount-=multiplier;
2870 if(flashamount<0)flashamount=0;
2871 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2872 glDisable(GL_CULL_FACE);
2873 glDisable(GL_LIGHTING);
2874 glDisable(GL_TEXTURE_2D);
2876 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2877 glPushMatrix(); // Store The Projection Matrix
2878 glLoadIdentity(); // Reset The Projection Matrix
2879 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2880 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2881 glPushMatrix(); // Store The Modelview Matrix
2882 glLoadIdentity(); // Reset The Modelview Matrix
2883 glScalef(screenwidth,screenheight,1);
2884 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2886 glColor4f(flashr,flashg,flashb,flashamount);
2888 glVertex3f(0, 0, 0.0f);
2889 glVertex3f(256, 0, 0.0f);
2890 glVertex3f(256, 256, 0.0f);
2891 glVertex3f(0, 256, 0.0f);
2893 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2894 glPopMatrix(); // Restore The Old Projection Matrix
2895 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2896 glPopMatrix(); // Restore The Old Projection Matrix
2897 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
2898 glEnable(GL_CULL_FACE);
2899 glDisable(GL_BLEND);