2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Audio/openal_wrapper.hpp"
24 #include "Level/Awards.hpp"
25 #include "Level/Dialog.hpp"
26 #include "Level/Hotspot.hpp"
27 #include "Menu/Menu.hpp"
28 #include "Utils/Input.hpp"
31 extern int environment;
32 extern float texscale;
34 extern Terrain terrain;
35 extern float multiplier;
36 extern float viewdistance;
37 extern float fadestart;
38 extern float screenwidth, screenheight;
39 extern int kTextureSize;
40 extern FRUSTUM frustum;
42 extern Objects objects;
44 extern float usermousesensitivity;
45 extern float camerashake;
47 extern float slomodelay;
48 extern bool ismotionblur;
50 extern float blackout;
51 extern bool damageeffects;
53 extern bool texttoggle;
54 extern float blurness;
55 extern float targetblurness;
56 extern float playerdist;
57 extern bool cellophane;
59 extern float flashamount, flashr, flashg, flashb;
60 extern int flashdelay;
62 extern float motionbluramount;
64 extern bool alwaysblur;
65 extern bool velocityblur;
68 extern int bloodtoggle;
69 extern int difficulty;
71 extern float texdetail;
72 extern bool musictoggle;
73 extern int tutoriallevel;
74 extern float smoketex;
75 extern float tutorialstagetime;
76 extern float tutorialmaxtime;
77 extern int tutorialstage;
78 extern bool againbonus;
79 extern float damagedealt;
80 extern bool invertmouse;
83 extern bool winfreeze;
85 extern bool gamestart;
87 extern bool gamestarted;
89 extern bool showdamagebar;
94 int numboundaries = 0;
101 normalmode, motionblurmode, radialzoommode,
102 realmotionblurmode, doublevisionmode, glowmode,
105 void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
110 flashamount = amount;
116 /*********************> DrawGLScene() <*****/
117 int Game::DrawGLScene(StereoSide side)
119 static float texcoordwidth, texcoordheight;
120 static float texviewwidth, texviewheight;
122 static XYZ checkpoint;
123 static float tempmult;
128 static int drawmode = 0;
130 if ( stereomode == stereoAnaglyph ) {
133 glColorMask( 0.0, 1.0, 1.0, 1.0 );
136 glColorMask( 1.0, 0.0, 0.0, 1.0 );
142 glColorMask( 1.0, 1.0, 1.0, 1.0 );
144 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
145 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
149 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
150 tempmult = multiplier;
156 numboundaries = mapradius * 2;
157 if (numboundaries > 360)
159 for (int i = 0; i < numboundaries; i++) {
162 boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
171 int olddrawmode = drawmode;
172 if (ismotionblur && !loading) {
173 if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
174 drawmode = motionblurmode;
175 motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
178 if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
179 drawmode = doublevisionmode;
184 if (slomo && !loading) {
186 drawmode = motionblurmode;
187 motionbluramount = .2;
188 slomodelay -= multiplier;
194 if ((!changed && !slomo) || loading) {
195 drawmode = normalmode;
196 if (ismotionblur && (/*fps>100||*/alwaysblur)) {
197 if (olddrawmode != realmotionblurmode)
201 drawmode = realmotionblurmode;
202 } else if (olddrawmode == realmotionblurmode)
208 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
209 drawmode = normalmode;
210 if ((freeze || winfreeze) && ismotionblur && !mainmenu)
211 drawmode = radialzoommode;
213 if (winfreeze || mainmenu)
214 drawmode = normalmode;
217 drawtoggle = 1 - drawtoggle;
219 if (!texcoordwidth) {
220 texviewwidth = kTextureSize;
221 if (texviewwidth > screenwidth)
222 texviewwidth = screenwidth;
223 texviewheight = kTextureSize;
224 if (texviewheight > screenheight)
225 texviewheight = screenheight;
227 texcoordwidth = screenwidth / kTextureSize;
228 texcoordheight = screenheight / kTextureSize;
229 if (texcoordwidth > 1)
231 if (texcoordheight > 1)
235 glDrawBuffer(GL_BACK);
236 glReadBuffer(GL_BACK);
238 static XYZ terrainlight;
239 static float distance;
240 if (drawmode == normalmode)
241 Game::ReSizeGLScene(90, .1f);
242 if (drawmode != normalmode)
243 glViewport(0, 0, texviewwidth, texviewheight);
244 glDepthFunc(GL_LEQUAL);
246 glAlphaFunc(GL_GREATER, 0.0001f);
247 glEnable(GL_ALPHA_TEST);
248 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
249 glClear(GL_DEPTH_BUFFER_BIT);
251 glMatrixMode (GL_MODELVIEW);
252 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
255 // Move the camera for the current eye's point of view.
256 // Reverse the movement if we're reversing stereo
257 glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
260 if (!cameramode && !freeze && !winfreeze) {
262 glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
264 glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
265 glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
267 if (cameramode || freeze || winfreeze) {
268 glRotatef(pitch, 1, 0, 0);
269 glRotatef(yaw, 0, 1, 0);
272 if (environment == desertenvironment) {
273 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
274 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
276 SetUpLight(&light, 0);
279 //heat blur effect in desert
280 if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
281 blurness = targetblurness;
282 targetblurness = (float)(abs(Random() % 100)) / 40;
284 if (blurness < targetblurness)
285 blurness += multiplier * 5;
287 blurness -= multiplier * 5;
289 if (environment == desertenvironment && detail == 2)
290 glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
291 if (environment == desertenvironment) {
292 glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
293 glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
296 glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
298 glTranslatef(-viewer.x, -viewer.y, -viewer.z);
299 frustum.GetFrustum();
301 //make shadow decals on terrain and objects
303 static float size, opacity, rotation;
305 for (unsigned k = 0; k < Person::players.size(); k++) {
306 if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
307 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
308 for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
309 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
310 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
312 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
313 if (k != 0 && tutoriallevel == 1) {
314 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
316 terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
317 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
318 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
319 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
320 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
323 if (k != 0 && tutoriallevel == 1) {
324 opacity = .2 + .2 * sin(smoketex * 6 + i);
326 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
331 if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
332 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
333 for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
334 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
335 if (Person::players[k]->skeleton.free)
336 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
338 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
340 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
341 if (k != 0 && tutoriallevel == 1) {
342 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
344 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
345 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
346 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
347 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
348 if (Person::players[k]->skeleton.free)
349 point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
351 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
354 if (k != 0 && tutoriallevel == 1) {
355 opacity = .2 + .2 * sin(smoketex * 6 + i);
357 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
363 if (!Person::players[k]->playerdetail)
364 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
365 point = Person::players[k]->coords;
367 opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
368 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
369 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
370 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
371 point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
374 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
380 glEnable(GL_TEXTURE_2D);
382 glEnable(GL_DEPTH_TEST);
383 glEnable(GL_CULL_FACE);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
387 terraintexture.bind();
389 terraintexture2.bind();
392 terrain.drawdecals();
395 glEnable(GL_CULL_FACE);
396 glEnable(GL_LIGHTING);
398 glEnable(GL_TEXTURE_2D);
401 glEnable(GL_COLOR_MATERIAL);
404 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
405 glEnable(GL_CULL_FACE);
406 glCullFace(GL_FRONT);
408 for (unsigned k = 0; k < Person::players.size(); k++) {
409 if (k == 0 || tutoriallevel != 1) {
411 glEnable(GL_LIGHTING);
412 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
413 distance = distsq(&viewer, &Person::players[k]->coords);
414 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
415 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
418 if (distance >= .5) {
419 checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
422 if (Person::players[k]->occluded != 0)
423 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
425 i = checkcollide(viewer, checkpoint);
427 Person::players[k]->occluded += 1;
428 Person::players[k]->lastoccluded = i;
430 Person::players[k]->occluded = 0;
432 if (Person::players[k]->occluded < 25)
433 Person::players[k]->DrawSkeleton();
439 if (!cameramode && musictype == stream_fighttheme)
440 playerdist = distsqflat(&Person::players[0]->coords, &viewer);
445 glEnable(GL_TEXTURE_2D);
451 if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) {
452 glAlphaFunc(GL_GREATER, 0.0001f);
454 glDisable(GL_CULL_FACE);
455 glDisable(GL_LIGHTING);
457 glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
458 glRotatef(hawkyaw, 0, 1, 0);
459 glTranslatef(25, 0, 0);
460 distance = distsq(&viewer, &realhawkcoords) * 1.2;
461 glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
462 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
463 glColor4f(light.color[0], light.color[1], light.color[2], 1);
464 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
465 hawk.drawdifftex(hawktexture);
469 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
470 glEnable(GL_CULL_FACE);
471 glCullFace(GL_FRONT);
473 for (unsigned k = 0; k < Person::players.size(); k++) {
474 if (!(k == 0 || tutoriallevel != 1)) {
476 glEnable(GL_LIGHTING);
477 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
478 distance = distsq(&viewer, &Person::players[k]->coords);
479 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
480 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
483 if (distance >= .5) {
484 checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
487 if (Person::players[k]->occluded != 0)
488 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
490 i = checkcollide(viewer, checkpoint);
492 Person::players[k]->occluded += 1;
493 Person::players[k]->lastoccluded = i;
495 Person::players[k]->occluded = 0;
497 if (Person::players[k]->occluded < 25)
498 Person::players[k]->DrawSkeleton();
504 glEnable(GL_TEXTURE_2D);
509 glDisable(GL_COLOR_MATERIAL);
511 glDisable(GL_LIGHTING);
512 glDisable(GL_TEXTURE_2D);
518 //waypoints, pathpoints in editor
521 glDisable(GL_LIGHTING);
522 glDisable(GL_TEXTURE_2D);
523 glDisable(GL_COLOR_MATERIAL);
524 glColor4f(1, 1, 0, 1);
526 for (unsigned k = 0; k < Person::players.size(); k++) {
527 if (Person::players[k]->numwaypoints > 1) {
528 glBegin(GL_LINE_LOOP);
529 for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
530 glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
537 if (numpathpoints > 1) {
538 glColor4f(0, 1, 0, 1);
539 for (unsigned k = 0; int(k) < numpathpoints; k++) {
540 if (numpathpointconnect[k]) {
541 for (int i = 0; i < numpathpointconnect[k]; i++) {
542 glBegin(GL_LINE_LOOP);
543 glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
544 glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
549 glColor4f(1, 1, 1, 1);
552 glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
559 glEnable(GL_TEXTURE_2D);
560 glColor4f(.5, .5, .5, 1);
563 if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
564 const char *bonus_name;
565 if (bonus < bonus_count)
566 bonus_name = bonus_names[bonus];
568 bonus_name = "Excellent!"; // When does this happen?
570 glColor4f(0, 0, 0, 1 - bonustime);
571 text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
572 glColor4f(1, 0, 0, 1 - bonustime);
573 text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
575 string = to_string((int)bonusvalue);
576 glColor4f(0, 0, 0, 1 - bonustime);
577 text->glPrintOutline(1024 / 2 - 10 * string.size() - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
578 glColor4f(1, 0, 0, 1 - bonustime);
579 text->glPrint(1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
580 glColor4f(.5, .5, .5, 1);
583 if (tutoriallevel == 1) {
584 tutorialopac = tutorialmaxtime - tutorialstagetime;
585 if (tutorialopac > 1)
587 if (tutorialopac < 0)
593 if (tutorialstage == 0) {
598 if (tutorialstage == 1) {
599 string = "Welcome to the Lugaru training level!";
603 if (tutorialstage == 2) {
604 string = "BASIC MOVEMENT:";
608 if (tutorialstage == 3) {
609 string = "You can move the mouse to rotate the camera.";
613 if (tutorialstage == 4) {
614 string = std::string("Try using the ") +
615 Input::keyToChar(forwardkey) + ", " +
616 Input::keyToChar(leftkey) + ", " +
617 Input::keyToChar(backkey) + " and " +
618 Input::keyToChar(rightkey) + " keys to move around.";
619 string2 = "All movement is relative to the camera.";
622 if (tutorialstage == 5) {
623 string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump.";
624 string2 = "You can hold it longer to jump higher.";
627 if (tutorialstage == 6) {
628 string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch.";
629 string2 = "You can jump higher from a crouching position.";
632 if (tutorialstage == 7) {
633 string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll.";
637 if (tutorialstage == 8) {
638 string = "While crouching, you can sneak around silently";
639 string2 = "using the movement keys.";
642 if (tutorialstage == 9) {
643 string = "Release the crouch key while sneaking and hold the movement keys";
644 string2 = "to run animal-style.";
647 if (tutorialstage == 10) {
648 string = "ADVANCED MOVEMENT:";
652 if (tutorialstage == 11) {
653 string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again";
654 string2 = "during impact to perform a walljump.";
655 string3 = "Be sure to use the movement keys to press against the wall";
657 if (tutorialstage == 12) {
658 string = "While in the air, you can press crouch to flip.";
659 string2 = "Walljumps and flips confuse enemies and give you more control.";
662 if (tutorialstage == 13) {
663 string = "BASIC COMBAT:";
667 if (tutorialstage == 14) {
668 string = "There is now an imaginary enemy";
669 string2 = "in the middle of the training area.";
672 if (tutorialstage == 15) {
673 if (attackkey == MOUSEBUTTON1) {
674 string = "Click to attack when you are near an enemy.";
676 string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy.";
678 string2 = "You can punch by standing still near an enemy and attacking.";
681 if (tutorialstage == 16) {
682 string = "If you are close, you will perform a weak punch.";
683 string2 = "The weak punch is excellent for starting attack combinations.";
686 if (tutorialstage == 17) {
687 string = "Attacking while running results in a spin kick.";
688 string2 = "This is one of your most powerful ground attacks.";
691 if (tutorialstage == 18) {
692 string = "Sweep the enemy's legs out by attacking while crouched.";
693 string2 = "This is a very fast attack, and easy to follow up.";
696 if (tutorialstage == 19) {
697 string = "When an enemy is on the ground, you can deal some extra";
698 string2 = "damage by running up and drop-kicking him.";
699 string3 = "(Try knocking them down with a sweep first)";
701 if (tutorialstage == 20) {
702 string = "Your most powerful individual attack is the rabbit kick.";
703 if (attackkey == MOUSEBUTTON1) {
704 string2 = "Run at the enemy while holding the mouse button, and press";
706 string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press";
708 string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack.";
710 if (tutorialstage == 21) {
711 string = "This attack is devastating if timed correctly.";
712 string2 = "Even if timed incorrectly, it will knock the enemy over.";
714 string3 = "Try rabbit-kicking the imaginary enemy again.";
716 string3 = "Try rabbit-kicking the imaginary enemy.";
718 if (tutorialstage == 22) {
719 string = "If you sneak behind an enemy unnoticed, you can kill";
720 string2 = "him instantly. Move close behind this enemy";
721 string3 = "and attack.";
723 if (tutorialstage == 23) {
724 string = "Another important attack is the wall kick. When an enemy";
725 string2 = "is near a wall, perform a walljump nearby and hold";
726 string3 = "the attack key during impact with the wall.";
728 if (tutorialstage == 24) {
729 string = "You can tackle enemies by running at them animal-style";
730 if (attackkey == MOUSEBUTTON1) {
731 string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button).";
733 string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ").";
735 string3 = "This is especially useful when they are running away.";
737 if (tutorialstage == 25) {
738 string = "Dodge by pressing back and attack. Dodging is essential";
739 string2 = "against enemies with swords or other long weapons.";
742 if (tutorialstage == 26) {
743 string = "REVERSALS AND COUNTER-REVERSALS";
747 if (tutorialstage == 27) {
748 string = "The enemy can now reverse your attacks.";
752 if (tutorialstage == 28) {
753 string = "If you attack, you will notice that the enemy now sometimes";
754 string2 = "catches your attack and uses it against you. Hold";
755 string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals.";
757 if (tutorialstage == 29) {
758 string = "Try escaping from two more reversals in a row.";
762 if (tutorialstage == 30) {
767 if (tutorialstage == 31) {
768 string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the";
769 string2 = "enemy's attack. You must also be close to the enemy;";
770 string3 = "this is especially important against armed opponents.";
772 if (tutorialstage == 32) {
773 string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds.";
774 string2 = "This imaginary opponents attacks will be highlighted";
775 string3 = "to make this easier.";
777 if (tutorialstage == 33) {
778 string = "Reverse three enemy attacks!";
782 if (tutorialstage == 34) {
783 string = "Reverse two more enemy attacks!";
787 if (tutorialstage == 35) {
788 string = "Reverse one more enemy attack!";
792 if (tutorialstage == 36) {
793 string = "Excellent!";
797 if (tutorialstage == 37) {
798 string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds.";
799 string2 = "Damage dealt: " + to_string(int(damagedealt));
800 string3 = "Damage taken: " + to_string(int(damagetaken));
802 if (tutorialstage == 38) {
807 if (tutorialstage == 39) {
808 string = "There is now an imaginary knife";
809 string2 = "in the center of the training area.";
812 if (tutorialstage == 40) {
813 string = "Stand, roll or handspring over the knife";
814 string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up.";
815 string3 = "You can crouch and press the same key to drop it again.";
817 if (tutorialstage == 41) {
818 string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key.";
819 string2 = "Sometimes it is best to keep them unequipped to";
820 string3 = "prevent enemies from taking them. ";
822 if (tutorialstage == 42) {
823 string = "The knife is the smallest weapon and the least encumbering.";
824 string2 = "You can equip or unequip it while standing, crouching,";
825 string3 = "running or flipping.";
827 if (tutorialstage == 43) {
828 string = "You perform weapon attacks the same way as unarmed attacks,";
829 string2 = "but sharp weapons cause permanent damage, instead of the";
830 string3 = "temporary trauma from blunt weapons, fists and feet.";
832 if (tutorialstage == 44) {
833 string = "The enemy now has your knife!";
834 string2 = "Please reverse two of his knife attacks.";
837 if (tutorialstage == 45) {
838 string = "Please reverse one more of his knife attacks.";
842 if (tutorialstage == 46) {
843 string = "Now he has a sword!";
844 string2 = "The sword has longer reach than your arms, so you";
845 string3 = "must move close to reverse the sword slash.";
847 if (tutorialstage == 47) {
848 string = "Long weapons like the sword and staff are also useful for defense;";
849 string2 = "you can parry enemy weapon attacks by pressing the attack key";
850 string3 = "at the right time. Please try parrying the enemy's attacks!";
852 if (tutorialstage == 48) {
853 string = "The staff is like the sword, but has two main attacks.";
854 string2 = "The standing smash is fast and effective, and the running";
855 string3 = "spin smash is slower and more powerful.";
857 if (tutorialstage == 49) {
858 string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + ".";
859 string2 = "It is possible to throw the knife while flipping,";
860 string3 = "but it is very inaccurate.";
862 if (tutorialstage == 50) {
863 string = "You now know everything you can learn from training.";
864 string2 = "Everything else you must learn from experience!";
867 if (tutorialstage == 51) {
868 string = "Walk out of the training area to return to the main menu.";
873 glColor4f(0, 0, 0, tutorialopac);
874 text->glPrintOutline(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
875 text->glPrintOutline(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
876 text->glPrintOutline(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
877 glColor4f(1, 1, 1, tutorialopac);
878 text->glPrint(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
879 text->glPrint(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
880 text->glPrint(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
882 string = "Press 'tab' to skip to the next item.";
883 string2 = "Press escape at any time to";
884 string3 = "pause or exit the tutorial.";
886 glColor4f(0, 0, 0, 1);
887 text->glPrintOutline(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
888 text->glPrintOutline(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
889 text->glPrintOutline(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
890 glColor4f(0.5, 0.5, 0.5, 1);
891 text->glPrint(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
892 text->glPrint(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
893 text->glPrint(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
897 if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
898 float closestdist = -1;
900 int closest = Hotspot::current;
901 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
902 distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
903 if (closestdist == -1 || distance < closestdist) {
904 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
905 closestdist = distance;
911 Hotspot::current = closest;
912 if (Hotspot::hotspots[closest].type <= 10) {
913 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
914 tutorialstagetime = 0;
916 tutorialopac = tutorialmaxtime - tutorialstagetime;
917 if (tutorialopac > 1)
919 if (tutorialopac < 0)
922 string = Hotspot::hotspots[closest].text;
929 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
930 glColor4f(0, 0, 0, tutorialopac);
931 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);
932 glColor4f(1, 1, 1, tutorialopac);
933 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);
936 if (string[i] == '\0')
943 } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
944 Dialog::whichdialogue = Hotspot::hotspots[closest].type - 20;
945 Dialog::currentDialog().play();
946 Dialog::currentDialog().gonethrough++;
951 if (Dialog::inDialog() && !mainmenu) {
952 glDisable(GL_DEPTH_TEST);
953 glDisable(GL_CULL_FACE);
954 glDisable(GL_LIGHTING);
955 glDisable(GL_TEXTURE_2D);
957 glMatrixMode(GL_PROJECTION);
960 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
961 glMatrixMode(GL_MODELVIEW);
964 if (Dialog::currentScene().location == 1)
965 glTranslatef(0, screenheight * 3 / 4, 0);
966 glScalef(screenwidth, screenheight / 4, 1);
967 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
970 glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7);
972 glVertex3f(0, 0, 0.0f);
973 glVertex3f(1, 0, 0.0f);
974 glVertex3f(1, 1, 0.0f);
975 glVertex3f(0, 1, 0.0f);
977 glMatrixMode(GL_PROJECTION);
979 glMatrixMode(GL_MODELVIEW);
981 glEnable(GL_DEPTH_TEST);
982 glEnable(GL_CULL_FACE);
985 glEnable(GL_TEXTURE_2D);
992 startx = screenwidth * 1 / 5;
993 if (Dialog::currentScene().location == 1) {
994 starty = screenheight / 16 + screenheight * 4 / 5;
996 starty = screenheight * 1 / 5 - screenheight / 16;
999 // FIXME - What is that char[] building for?
1002 for (int i = 0; i < 264; i++) {
1006 for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
1007 tempname[tempnum] = Dialog::currentScene().name[i];
1008 if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
1009 tempname[tempnum] = '\0';
1014 string = std::string(tempname) + ": ";
1016 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
1017 glColor4f(0, 0, 0, tutorialopac);
1018 text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
1019 glColor4f(0.7, 0.7, 0.7, tutorialopac);
1020 text->glPrint(startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
1022 glColor4f(0, 0, 0, tutorialopac);
1023 text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
1027 for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
1028 tempname[tempnum] = Dialog::currentScene().text[i];
1029 if (Dialog::currentScene().text[i] != '#')
1040 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
1041 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
1042 glColor4f(0, 0, 0, tutorialopac);
1043 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);
1044 glColor4f(1, 1, 1, tutorialopac);
1045 text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1047 glColor4f(0, 0, 0, tutorialopac);
1048 text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1052 if (string[i] == '\0')
1061 if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
1064 string = "Score: " + to_string(int(Account::active().getCampaignScore()));
1066 string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal));
1069 string = "Score: " + to_string(int(bonustotal));
1071 glColor4f(0, 0, 0, 1);
1072 text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768);
1073 glColor4f(1, 0, 0, 1);
1074 text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
1075 if (showdamagebar) {
1076 glDisable(GL_DEPTH_TEST);
1077 glDisable(GL_CULL_FACE);
1078 glDisable(GL_LIGHTING);
1079 glDisable(GL_TEXTURE_2D);
1081 glMatrixMode(GL_PROJECTION);
1084 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1085 glMatrixMode(GL_MODELVIEW);
1088 glTranslatef(15, screenheight * 17.5 / 20, 0);
1089 glScalef(screenwidth / 3 + 20, screenheight / 20, 1);
1090 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1092 glColor4f(0.0, 0.4, 0.0, 0.7);
1093 float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1095 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1096 glVertex3f(1, 0, 0.0f);
1097 glVertex3f(1, 1, 0.0f);
1098 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1100 glColor4f(0.1, 0.0, 0.0, 1);
1101 bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance;
1103 glVertex3f(0, 0, 0.0f);
1104 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1105 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1106 glVertex3f(0, 1, 0.0f);
1108 glColor4f(0.4, 0.0, 0.0, 0.7);
1109 bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1111 glVertex3f(0, 0, 0.0f);
1112 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1113 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1114 glVertex3f(0, 1, 0.0f);
1116 glColor4f(0.4, 0.0, 0.0, 0.7);
1117 bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance;
1119 glVertex3f(0, 0, 0.0f);
1120 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1121 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1122 glVertex3f(0, 1, 0.0f);
1124 glColor4f(0.4, 0.0, 0.0, 0.7);
1125 bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance;
1127 glVertex3f(0, 0, 0.0f);
1128 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1129 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1130 glVertex3f(0, 1, 0.0f);
1132 glColor4f(0.0, 0.0, 0.0, 0.7);
1134 glBegin(GL_LINE_STRIP);
1135 glVertex3f(0, 0, 0.0f);
1136 glVertex3f(1, 0, 0.0f);
1137 glVertex3f(1, 1, 0.0f);
1138 glVertex3f(0, 1, 0.0f);
1139 glVertex3f(0, 0, 0.0f);
1142 glMatrixMode(GL_PROJECTION);
1144 glMatrixMode(GL_MODELVIEW);
1146 glEnable(GL_DEPTH_TEST);
1147 glEnable(GL_CULL_FACE);
1148 glDisable(GL_BLEND);
1150 glEnable(GL_TEXTURE_2D);
1152 // writing the numbers :
1153 string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")";
1154 glColor4f(0, 0, 0, 1);
1155 text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16 - 40, string, 1, 1.5 * 1.25, 1024, 768);
1156 glColor4f(1, 0, 0, 1);
1157 text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
1161 glColor4f(.5, .5, .5, 1);
1164 if ((texttoggle || editorenabled) && devtools && !mainmenu) {
1165 string = "The framespersecond is " + to_string(int(fps));
1166 text->glPrint(10, 30, string, 0, .8, 1024, 768);
1168 if (editorenabled) {
1169 string = "Map editor enabled.";
1171 string = "Map editor disabled.";
1173 text->glPrint(10, 60, string, 0, .8, 1024, 768);
1174 if (editorenabled) {
1175 string = "Object size: " + to_string(editorsize);
1176 text->glPrint(10, 75, string, 0, .8, 1024, 768);
1177 if (editoryaw >= 0) {
1178 string = "Object yaw: " + to_string(editoryaw);
1180 string = "Object yaw: Random";
1182 text->glPrint(10, 90, string, 0, .8, 1024, 768);
1183 if (editorpitch >= 0) {
1184 string = "Object pitch: " + to_string(editorpitch);
1186 string = "Object pitch: Random";
1188 text->glPrint(10, 105, string, 0, .8, 1024, 768);
1189 string = "Object type: " + to_string(editortype);
1190 text->glPrint(10, 120, string, 0, .8, 1024, 768);
1191 switch (editortype) {
1214 string = "(tunnel)";
1217 string = "(chimney)";
1220 string = "(platform)";
1229 text->glPrint(130, 120, string, 0, .8, 1024, 768);
1231 string = "Numplayers: " + to_string(Person::players.size());
1232 text->glPrint(10, 155, string, 0, .8, 1024, 768);
1233 string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints);
1234 text->glPrint(10, 140, string, 0, .8, 1024, 768);
1236 string = "Difficulty: " + to_string(difficulty);
1237 text->glPrint(10, 240, string, 0, .8, 1024, 768);
1242 if (drawmode == glowmode) {
1243 glDisable(GL_DEPTH_TEST);
1244 glDisable(GL_CULL_FACE);
1245 glDisable(GL_LIGHTING);
1246 glDisable(GL_TEXTURE_2D);
1248 glMatrixMode(GL_PROJECTION);
1251 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1252 glMatrixMode(GL_MODELVIEW);
1255 glScalef(screenwidth, screenheight, 1);
1256 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1258 glColor4f(0, 0, 0, .5);
1260 glVertex3f(0, 0, 0.0f);
1261 glVertex3f(256, 0, 0.0f);
1262 glVertex3f(256, 256, 0.0f);
1263 glVertex3f(0, 256, 0.0f);
1265 glMatrixMode(GL_PROJECTION);
1267 glMatrixMode(GL_MODELVIEW);
1269 glEnable(GL_DEPTH_TEST);
1270 glEnable(GL_CULL_FACE);
1271 glDisable(GL_BLEND);
1275 if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
1276 glDisable(GL_DEPTH_TEST);
1277 glDisable(GL_CULL_FACE);
1278 glDisable(GL_LIGHTING);
1279 glDisable(GL_TEXTURE_2D);
1281 glMatrixMode(GL_PROJECTION);
1284 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1285 glMatrixMode(GL_MODELVIEW);
1288 glScalef(screenwidth, screenheight, 1);
1289 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1291 if (Person::players[0]->dead)
1292 blackout += multiplier * 3;
1293 if (Person::players[0]->dead == 1)
1295 if (Person::players[0]->dead == 2 && blackout > .6)
1297 glColor4f(0, 0, 0, blackout);
1298 if (!Person::players[0]->dead) {
1299 if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
1300 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
1301 blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
1303 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
1304 blackout = Person::players[0]->blooddimamount * .3;
1308 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);
1317 glMatrixMode(GL_MODELVIEW);
1319 glEnable(GL_DEPTH_TEST);
1320 glEnable(GL_CULL_FACE);
1321 glDisable(GL_BLEND);
1325 if (flashamount > 0 && damageeffects) {
1326 if (flashamount > 1)
1328 if (flashdelay <= 0)
1329 flashamount -= multiplier;
1331 if (flashamount < 0)
1333 glDisable(GL_DEPTH_TEST);
1334 glDisable(GL_CULL_FACE);
1335 glDisable(GL_LIGHTING);
1337 glMatrixMode(GL_PROJECTION);
1340 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1341 glMatrixMode(GL_MODELVIEW);
1344 glScalef(screenwidth, screenheight, 1);
1345 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1347 glColor4f(flashr, flashg, flashb, flashamount);
1349 glVertex3f(0, 0, 0.0f);
1350 glVertex3f(256, 0, 0.0f);
1351 glVertex3f(256, 256, 0.0f);
1352 glVertex3f(0, 256, 0.0f);
1354 glMatrixMode(GL_PROJECTION);
1356 glMatrixMode(GL_MODELVIEW);
1358 glEnable(GL_DEPTH_TEST);
1359 glEnable(GL_CULL_FACE);
1360 glDisable(GL_BLEND);
1366 glEnable(GL_TEXTURE_2D);
1367 glColor4f(1, 1, 1, 1);
1368 for (unsigned i = 1; i < 15; i++)
1369 if (displaytime[i] < 4)
1370 for (unsigned j = 0; j < displaytext[i].size(); j++) {
1371 glColor4f(1, 1, 1, 4 - displaytime[i]);
1372 string = std::string(1, displaytext[i][j]);
1373 text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
1377 if (difficulty < 2 && !Dialog::inDialog()) { // minimap
1378 float mapviewdist = 20000;
1380 glDisable(GL_DEPTH_TEST);
1381 glColor3f (1.0, 1.0, 1.0); // no coloring
1383 glEnable(GL_TEXTURE_2D);
1384 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1385 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1386 glDisable(GL_DEPTH_TEST);
1387 glDisable(GL_CULL_FACE);
1388 glDisable(GL_LIGHTING);
1390 glMatrixMode(GL_PROJECTION);
1393 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1394 glMatrixMode(GL_MODELVIEW);
1397 glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
1398 glTranslatef(1.75, .25, 0);
1399 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1401 glColor4f(1, 1, 1, 1);
1408 center = Person::players[0]->coords;
1412 glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
1414 glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
1416 glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
1417 glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
1418 for (int i = 0; i < objects.numobjects; i++) {
1419 if (objects.type[i] == treetrunktype) {
1420 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1421 if (distcheck < mapviewdist) {
1422 Mapcircletexture.bind();
1423 glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
1425 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1426 glRotatef(objects.yaw[i], 0, 0, 1);
1427 glScalef(.003, .003, .003);
1430 glVertex3f(-1, -1, 0.0f);
1432 glVertex3f(1, -1, 0.0f);
1434 glVertex3f(1, 1, 0.0f);
1436 glVertex3f(-1, 1, 0.0f);
1441 if (objects.type[i] == boxtype) {
1442 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1443 if (distcheck < mapviewdist) {
1444 Mapboxtexture.bind();
1445 glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
1447 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1448 glRotatef(objects.yaw[i], 0, 0, 1);
1449 glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
1452 glVertex3f(-1, -1, 0.0f);
1454 glVertex3f(1, -1, 0.0f);
1456 glVertex3f(1, 1, 0.0f);
1458 glVertex3f(-1, 1, 0.0f);
1464 if (editorenabled) {
1465 Mapcircletexture.bind();
1466 for (int i = 0; i < numboundaries; i++) {
1467 glColor4f(0, 0, 0, opac / 3);
1469 glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
1470 glScalef(.002, .002, .002);
1473 glVertex3f(-1, -1, 0.0f);
1475 glVertex3f(1, -1, 0.0f);
1477 glVertex3f(1, 1, 0.0f);
1479 glVertex3f(-1, 1, 0.0f);
1484 for (unsigned i = 0; i < Person::players.size(); i++) {
1485 distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
1486 if (distcheck < mapviewdist) {
1488 Maparrowtexture.bind();
1490 glColor4f(1, 1, 1, opac);
1491 else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
1492 glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
1493 else if (Person::players[i]->dead)
1494 glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
1495 else if (Person::players[i]->aitype == attacktypecutoff)
1496 glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
1497 else if (Person::players[i]->aitype == passivetype)
1498 glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
1500 glColor4f(1, 1, 0, 1);
1501 glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
1502 glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
1503 glScalef(.005, .005, .005);
1506 glVertex3f(-1, -1, 0.0f);
1508 glVertex3f(1, -1, 0.0f);
1510 glVertex3f(1, 1, 0.0f);
1512 glVertex3f(-1, 1, 0.0f);
1518 glDisable(GL_TEXTURE_2D);
1519 glMatrixMode(GL_PROJECTION);
1521 glMatrixMode(GL_MODELVIEW);
1523 glEnable(GL_DEPTH_TEST);
1524 glEnable(GL_CULL_FACE);
1525 glDisable(GL_BLEND);
1529 if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
1530 glDisable(GL_DEPTH_TEST);
1531 glDisable(GL_CULL_FACE);
1532 glDisable(GL_LIGHTING);
1533 glDisable(GL_TEXTURE_2D);
1535 glMatrixMode(GL_PROJECTION);
1538 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1539 glMatrixMode(GL_MODELVIEW);
1542 glScalef(screenwidth, screenheight, 1);
1543 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1545 glColor4f(0, 0, 0, .7);
1547 glVertex3f(0, 0, 0.0f);
1548 glVertex3f(256, 0, 0.0f);
1549 glVertex3f(256, 256, 0.0f);
1550 glVertex3f(0, 256, 0.0f);
1552 glMatrixMode(GL_PROJECTION);
1554 glMatrixMode(GL_MODELVIEW);
1556 glEnable(GL_DEPTH_TEST);
1557 glEnable(GL_CULL_FACE);
1558 glDisable(GL_BLEND);
1562 glDisable(GL_DEPTH_TEST);
1563 glColor3f (1.0, 1.0, 1.0); // no coloring
1565 glEnable(GL_TEXTURE_2D);
1570 glEnable(GL_TEXTURE_2D);
1571 glColor4f(1, 1, 1, 1);
1572 string = "Loading...";
1573 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
1576 drawmode = normalmode;
1579 if (winfreeze && !campaign) {
1580 glDisable(GL_DEPTH_TEST);
1581 glDisable(GL_CULL_FACE);
1582 glDisable(GL_LIGHTING);
1583 glDisable(GL_TEXTURE_2D);
1585 glMatrixMode(GL_PROJECTION);
1588 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1589 glMatrixMode(GL_MODELVIEW);
1592 glScalef(screenwidth, screenheight, 1);
1593 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595 glColor4f(0, 0, 0, .4);
1597 glVertex3f(0, 0, 0.0f);
1598 glVertex3f(256, 0, 0.0f);
1599 glVertex3f(256, 256, 0.0f);
1600 glVertex3f(0, 256, 0.0f);
1602 glMatrixMode(GL_PROJECTION);
1604 glMatrixMode(GL_MODELVIEW);
1606 glEnable(GL_DEPTH_TEST);
1607 glEnable(GL_CULL_FACE);
1608 glDisable(GL_BLEND);
1612 glDisable(GL_DEPTH_TEST);
1613 glColor3f (1.0, 1.0, 1.0); // no coloring
1615 glEnable(GL_TEXTURE_2D);
1617 //Win Screen Won Victory
1619 glEnable(GL_TEXTURE_2D);
1620 glColor4f(1, 1, 1, 1);
1621 string = "Level Cleared!";
1622 text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
1624 string = "Score: " + to_string(int(bonustotal - startbonustotal));
1625 text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
1627 string = "Press Escape to return to menu or Space to continue";
1628 text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
1630 int wontime = (int)round(wonleveltime);
1631 string = "Time: " + to_string(int((wontime - wontime % 60) / 60));
1632 if (wontime % 60 < 10) {
1635 string += to_string(int(wontime % 60));
1636 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
1639 int awards[award_count];
1640 int numawards = award_awards(awards);
1642 for (int i = 0; i < numawards && i < 6; i++)
1643 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
1646 if (drawmode != normalmode) {
1647 glEnable(GL_TEXTURE_2D);
1649 if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
1650 if (screentexture) {
1652 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1653 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1654 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1655 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
1656 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
1657 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
1659 glBindTexture( GL_TEXTURE_2D, screentexture);
1660 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1663 if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
1664 if (screentexture2) {
1665 glBindTexture( GL_TEXTURE_2D, screentexture2);
1666 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1668 if (!screentexture2) {
1669 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1671 glGenTextures( 1, &screentexture2 );
1672 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1674 glEnable(GL_TEXTURE_2D);
1675 glBindTexture( GL_TEXTURE_2D, screentexture2);
1676 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1677 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1679 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1684 glClear(GL_DEPTH_BUFFER_BIT);
1685 Game::ReSizeGLScene(90, .1f);
1686 glViewport(0, 0, screenwidth, screenheight);
1688 if (drawmode != normalmode) {
1689 glDisable(GL_DEPTH_TEST);
1690 if (drawmode == motionblurmode) {
1691 glDrawBuffer(GL_FRONT);
1692 glReadBuffer(GL_BACK);
1694 glColor3f (1.0, 1.0, 1.0); // no coloring
1696 glEnable(GL_TEXTURE_2D);
1697 glBindTexture( GL_TEXTURE_2D, screentexture);
1698 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1699 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1700 glDisable(GL_DEPTH_TEST);
1701 glDisable(GL_CULL_FACE);
1702 glDisable(GL_LIGHTING);
1704 glMatrixMode(GL_PROJECTION);
1707 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1708 glMatrixMode(GL_MODELVIEW);
1711 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1712 glTranslatef(1, 1, 0);
1713 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1715 if (drawmode == motionblurmode) {
1716 if (motionbluramount < .2)
1717 motionbluramount = .2;
1718 glColor4f(1, 1, 1, motionbluramount);
1722 glVertex3f(-1, -1, 0.0f);
1723 glTexCoord2f(texcoordwidth, 0);
1724 glVertex3f(1, -1, 0.0f);
1725 glTexCoord2f(texcoordwidth, texcoordheight);
1726 glVertex3f(1, 1, 0.0f);
1727 glTexCoord2f(0, texcoordheight);
1728 glVertex3f(-1, 1, 0.0f);
1732 if (drawmode == realmotionblurmode) {
1733 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1734 glClear(GL_COLOR_BUFFER_BIT);
1735 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1736 glBindTexture( GL_TEXTURE_2D, screentexture);
1737 glColor4f(1, 1, 1, .5);
1741 glVertex3f(-1, -1, 0.0f);
1742 glTexCoord2f(texcoordwidth, 0);
1743 glVertex3f(1, -1, 0.0f);
1744 glTexCoord2f(texcoordwidth, texcoordheight);
1745 glVertex3f(1, 1, 0.0f);
1746 glTexCoord2f(0, texcoordheight);
1747 glVertex3f(-1, 1, 0.0f);
1750 glBindTexture( GL_TEXTURE_2D, screentexture2);
1751 glColor4f(1, 1, 1, .5);
1755 glVertex3f(-1, -1, 0.0f);
1756 glTexCoord2f(texcoordwidth, 0);
1757 glVertex3f(1, -1, 0.0f);
1758 glTexCoord2f(texcoordwidth, texcoordheight);
1759 glVertex3f(1, 1, 0.0f);
1760 glTexCoord2f(0, texcoordheight);
1761 glVertex3f(-1, 1, 0.0f);
1764 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1766 if (drawmode == doublevisionmode) {
1767 static float crosseyedness;
1768 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
1769 if (crosseyedness > 1)
1771 if (crosseyedness < 0)
1773 glColor4f(1, 1, 1, 1);
1774 glDisable(GL_BLEND);
1779 glVertex3f(-1, -1, 0.0f);
1780 glTexCoord2f(texcoordwidth, 0);
1781 glVertex3f(1, -1, 0.0f);
1782 glTexCoord2f(texcoordwidth, texcoordheight);
1783 glVertex3f(1, 1, 0.0f);
1784 glTexCoord2f(0, texcoordheight);
1785 glVertex3f(-1, 1, 0.0f);
1788 if (crosseyedness) {
1789 glColor4f(1, 1, 1, .5);
1792 glTranslatef(.015 * crosseyedness, 0, 0);
1796 glVertex3f(-1, -1, 0.0f);
1797 glTexCoord2f(texcoordwidth, 0);
1798 glVertex3f(1, -1, 0.0f);
1799 glTexCoord2f(texcoordwidth, texcoordheight);
1800 glVertex3f(1, 1, 0.0f);
1801 glTexCoord2f(0, texcoordheight);
1802 glVertex3f(-1, 1, 0.0f);
1807 if (drawmode == glowmode) {
1808 glColor4f(.5, .5, .5, .5);
1810 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1812 glTranslatef(.01, 0, 0);
1815 glVertex3f(-1, -1, 0.0f);
1816 glTexCoord2f(texcoordwidth, 0);
1817 glVertex3f(1, -1, 0.0f);
1818 glTexCoord2f(texcoordwidth, texcoordheight);
1819 glVertex3f(1, 1, 0.0f);
1820 glTexCoord2f(0, texcoordheight);
1821 glVertex3f(-1, 1, 0.0f);
1825 glTranslatef(-.01, 0, 0);
1828 glVertex3f(-1, -1, 0.0f);
1829 glTexCoord2f(texcoordwidth, 0);
1830 glVertex3f(1, -1, 0.0f);
1831 glTexCoord2f(texcoordwidth, texcoordheight);
1832 glVertex3f(1, 1, 0.0f);
1833 glTexCoord2f(0, texcoordheight);
1834 glVertex3f(-1, 1, 0.0f);
1838 glTranslatef(.0, .01, 0);
1841 glVertex3f(-1, -1, 0.0f);
1842 glTexCoord2f(texcoordwidth, 0);
1843 glVertex3f(1, -1, 0.0f);
1844 glTexCoord2f(texcoordwidth, texcoordheight);
1845 glVertex3f(1, 1, 0.0f);
1846 glTexCoord2f(0, texcoordheight);
1847 glVertex3f(-1, 1, 0.0f);
1851 glTranslatef(0, -.01, 0);
1854 glVertex3f(-1, -1, 0.0f);
1855 glTexCoord2f(texcoordwidth, 0);
1856 glVertex3f(1, -1, 0.0f);
1857 glTexCoord2f(texcoordwidth, texcoordheight);
1858 glVertex3f(1, 1, 0.0f);
1859 glTexCoord2f(0, texcoordheight);
1860 glVertex3f(-1, 1, 0.0f);
1864 if (drawmode == radialzoommode) {
1865 for (int i = 0; i < 3; i++) {
1866 glColor4f(1, 1, 1, 1 / ((float)i + 1));
1868 glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
1871 glVertex3f(-1, -1, 0.0f);
1872 glTexCoord2f(texcoordwidth, 0);
1873 glVertex3f(1, -1, 0.0f);
1874 glTexCoord2f(texcoordwidth, texcoordheight);
1875 glVertex3f(1, 1, 0.0f);
1876 glTexCoord2f(0, texcoordheight);
1877 glVertex3f(-1, 1, 0.0f);
1882 glDisable(GL_TEXTURE_2D);
1883 glMatrixMode(GL_PROJECTION);
1885 glMatrixMode(GL_MODELVIEW);
1887 glEnable(GL_DEPTH_TEST);
1888 glEnable(GL_CULL_FACE);
1889 glDisable(GL_BLEND);
1894 glEnable(GL_TEXTURE_2D);
1895 glColor4f(1, 1, 1, 1);
1897 if (consoleselected >= 60)
1898 offset = consoleselected - 60;
1899 text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
1901 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
1903 for (unsigned i = 0; i < 15; i++)
1904 for (unsigned j = 0; j < consoletext[i].size(); j++) {
1905 glColor4f(1, 1, 1, 1 - (float)(i) / 16);
1906 text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, std::string(1, consoletext[i][j]), 0, 1, 1024, 768);
1911 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1912 multiplier = tempmult;
1919 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1920 tempmult = multiplier;
1924 if ( side == stereoRight || side == stereoCenter ) {
1925 if (drawmode != motionblurmode || mainmenu) {
1930 glDrawBuffer(GL_BACK);
1931 glReadBuffer(GL_BACK);
1935 if (drawtoggle == 2)
1938 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
1939 multiplier = tempmult;
1941 //Jordan fixed your warning!
1947 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
1950 glDrawBuffer(GL_BACK);
1951 glReadBuffer(GL_BACK);
1952 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1953 Game::ReSizeGLScene(90, .1f);
1955 //draw menu background
1956 glClear(GL_DEPTH_BUFFER_BIT);
1957 glEnable(GL_ALPHA_TEST);
1958 glAlphaFunc(GL_GREATER, 0.001f);
1959 glEnable(GL_TEXTURE_2D);
1960 glDisable(GL_DEPTH_TEST);
1961 glDisable(GL_CULL_FACE);
1962 glDisable(GL_LIGHTING);
1964 glMatrixMode(GL_PROJECTION);
1967 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1968 glMatrixMode(GL_MODELVIEW);
1971 glTranslatef(screenwidth / 2, screenheight / 2, 0);
1973 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1974 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1975 glDisable(GL_BLEND);
1976 glColor4f(0, 0, 0, 1.0);
1977 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1978 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1979 glDisable(GL_TEXTURE_2D);
1981 glVertex3f(-1, -1, 0);
1982 glVertex3f(+1, -1, 0);
1983 glVertex3f(+1, +1, 0);
1984 glVertex3f(-1, +1, 0);
1987 glColor4f(0.4, 0.4, 0.4, 1.0);
1988 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
1989 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
1990 glEnable(GL_TEXTURE_2D);
1991 Game::Mainmenuitems[4].bind();
1994 glVertex3f(-1, -1, 0);
1996 glVertex3f(+1, -1, 0);
1998 glVertex3f(+1, +1, 0);
2000 glVertex3f(-1, +1, 0);
2004 glMatrixMode(GL_PROJECTION);
2006 glMatrixMode(GL_MODELVIEW);
2010 glMatrixMode(GL_PROJECTION);
2013 glOrtho(0, 640, 0, 480, -100, 100);
2014 glMatrixMode(GL_MODELVIEW);
2017 glEnable(GL_TEXTURE_2D);
2022 glMatrixMode(GL_PROJECTION);
2024 glMatrixMode(GL_MODELVIEW);
2027 glMatrixMode(GL_PROJECTION);
2030 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2031 glMatrixMode(GL_MODELVIEW);
2034 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2036 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2037 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2039 glEnable(GL_TEXTURE_2D);
2040 glColor4f(1, 1, 1, 1);
2041 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2042 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2044 if (!Game::waiting) { // hide the cursor while waiting for a key
2046 glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
2047 glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
2048 glTranslatef(1, -1, 0);
2049 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2050 glColor4f(1, 1, 1, 1);
2051 Game::cursortexture.bind();
2055 glVertex3f(-1, -1, 0.0f);
2057 glVertex3f(1, -1, 0.0f);
2059 glVertex3f(1, 1, 0.0f);
2061 glVertex3f(-1, 1, 0.0f);
2067 glMatrixMode(GL_PROJECTION);
2072 if (flashamount > 0) {
2073 if (flashamount > 1)
2075 if (flashdelay <= 0)
2076 flashamount -= multiplier;
2078 if (flashamount < 0)
2080 glDisable(GL_DEPTH_TEST);
2081 glDisable(GL_CULL_FACE);
2082 glDisable(GL_LIGHTING);
2083 glDisable(GL_TEXTURE_2D);
2085 glMatrixMode(GL_PROJECTION);
2088 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2089 glMatrixMode(GL_MODELVIEW);
2092 glScalef(screenwidth, screenheight, 1);
2093 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2095 glColor4f(flashr, flashg, flashb, flashamount);
2097 glVertex3f(0, 0, 0.0f);
2098 glVertex3f(256, 0, 0.0f);
2099 glVertex3f(256, 256, 0.0f);
2100 glVertex3f(0, 256, 0.0f);
2102 glMatrixMode(GL_PROJECTION);
2104 glMatrixMode(GL_MODELVIEW);
2106 glEnable(GL_DEPTH_TEST);
2107 glEnable(GL_CULL_FACE);
2108 glDisable(GL_BLEND);