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"
29 extern int environment;
30 extern float texscale;
32 extern Terrain terrain;
33 extern Sprites sprites;
34 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;
46 extern float camerashake;
47 extern Weapons weapons;
48 extern Person player[maxplayers];
50 extern float slomodelay;
51 extern bool ismotionblur;
53 extern float blackout;
54 extern bool damageeffects;
56 extern int numplayers;
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;
87 extern float bonusvalue;
88 extern float bonustotal;
89 extern float bonustime;
91 extern float startbonustotal;
92 extern float bonusnum[100];
93 extern int tutoriallevel;
94 extern float smoketex;
95 extern float tutorialstagetime;
96 extern float tutorialmaxtime;
97 extern int tutorialstage;
98 extern bool againbonus;
99 extern float damagedealt;
100 extern float damagetaken;
101 extern bool invertmouse;
103 extern int numhotspots;
104 extern int winhotspot;
105 extern int killhotspot;
106 extern XYZ hotspot[40];
107 extern int hotspottype[40];
108 extern float hotspotsize[40];
109 extern char hotspottext[40][256];
110 extern int currenthotspot;;
113 extern int numflipfail;
115 extern int numstaffattack;
116 extern int numswordattack;
117 extern int numknifeattack;
118 extern int numunarmedattack;
119 extern int numescaped;
120 extern int numflipped;
121 extern int numwallflipped;
122 extern int numthrowkill;
123 extern int numafterkill;
124 extern int numreversals;
125 extern int numattacks;
126 extern int maxalarmed;
127 extern int numresponded;
129 extern bool campaign;
130 extern bool winfreeze;
132 extern float menupulse;
134 extern bool gamestart;
136 extern int numdialogues;
137 extern int numdialogueboxes[max_dialogues];
138 extern int dialoguetype[max_dialogues];
139 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
140 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
141 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
142 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
143 extern char dialoguename[max_dialogues][max_dialoguelength][64];
144 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
145 extern XYZ participantlocation[max_dialogues][10];
146 extern int participantfocus[max_dialogues][max_dialoguelength];
147 extern int participantaction[max_dialogues][max_dialoguelength];
148 extern float participantrotation[max_dialogues][10];
149 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
150 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
151 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
152 extern int indialogue;
153 extern int whichdialogue;
154 extern int directing;
155 extern float dialoguetime;
156 extern int dialoguegonethrough[20];
158 extern bool gamestarted;
160 extern bool showdamagebar;
162 extern OPENAL_SAMPLE *samp[100];
163 extern int channels[100];
164 extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
166 void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
173 /*********************> DrawGLScene() <*****/
174 long long Game::MD5_string (char *string){
179 sprintf (temp, "%s",string);
182 while (i<256&&temp[i]!='\0'){
183 if(temp[i]%3==0)num+=temp[i]*124;
184 else if(temp[i]%3==1)num-=temp[i]*temp[i];
189 num=longlongabs(num);
192 while(num<LONGLONGCONST(5000000000000000)){
196 while(num>LONGLONGCONST(9900000000000000)){
202 //return 1111111111111111;
205 int Game::DrawGLScene(StereoSide side)
207 static float texcoordwidth,texcoordheight;
208 static float texviewwidth, texviewheight;
210 static GLubyte color;
211 static float newbrightness;
212 static float changespeed;
213 static XYZ checkpoint;
214 static float tempmult;
216 static char string[256]="";
217 static char string2[256]="";
218 static char string3[256]="";
220 static float lastcheck;
222 lastcheck+=multiplier;
224 if ( stereomode == stereoAnaglyph ) {
226 case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
227 case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
230 glColorMask( 1.0, 1.0, 1.0, 1.0 );
232 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
233 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
237 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
244 numboundaries=mapradius*2;
245 if(numboundaries>360)numboundaries=360;
246 for(i=0;i<numboundaries;i++){
249 boundary[i]=mapcenter+DoRotation(boundary[i]*mapradius,0,i*(360/((float)(numboundaries))),0);
258 olddrawmode=drawmode;
259 if(ismotionblur&&!loading){
260 if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
261 drawmode=motionblurmode;
262 motionbluramount=200/(findLengthfast(&player[0].velocity));
265 if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){
266 drawmode=doublevisionmode;
273 drawmode=motionblurmode;
275 slomodelay-=multiplier;
276 if(slomodelay<0)slomo=0;
280 if((!changed&&!slomo)||loading){
282 if(ismotionblur&&(/*fps>100||*/alwaysblur)){
283 if(olddrawmode!=realmotionblurmode)change=1;
285 drawmode=realmotionblurmode;
287 else if(olddrawmode==realmotionblurmode)change=2;
291 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
292 if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
294 if(winfreeze||mainmenu)drawmode=normalmode;
297 if(drawmode==glowmode){
303 DSpContext_FadeGamma(NULL,200,&color2);
307 if(drawtoggle!=2)drawtoggle=1-drawtoggle;
311 texviewwidth=kTextureSize;
312 if(texviewwidth>screenwidth)texviewwidth=screenwidth;
313 texviewheight=kTextureSize;
314 if(texviewheight>screenheight)texviewheight=screenheight;
316 texcoordwidth=screenwidth/kTextureSize;
317 texcoordheight=screenheight/kTextureSize;
318 if(texcoordwidth>1)texcoordwidth=1;
319 if(texcoordheight>1)texcoordheight=1;
322 glDrawBuffer(GL_BACK);
323 glReadBuffer(GL_BACK);
325 /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 );
326 else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
328 if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
329 blurness=targetblurness;
330 targetblurness=(float)(abs(Random()%100))/40;
332 if(blurness<targetblurness)blurness+=multiplier*5;
333 if(blurness>targetblurness)blurness-=multiplier*5;
336 static XYZ terrainlight;
337 static float distance;
338 //if(drawmode==normalmode)ReSizeGLScene(90,.1);
339 if(drawmode==normalmode)ReSizeGLScene(90,.1f);
340 if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);
341 glDepthFunc(GL_LEQUAL);
343 glAlphaFunc(GL_GREATER, 0.0001f);
344 glEnable(GL_ALPHA_TEST);
345 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
346 glClear(GL_DEPTH_BUFFER_BIT);
348 glMatrixMode (GL_MODELVIEW);
349 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
352 // Move the camera for the current eye's point of view.
353 // Reverse the movement if we're reversing stereo
354 glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0);
356 if(!cameramode&&!freeze&&!winfreeze){
357 glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
358 glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
359 glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
361 if(cameramode||freeze||winfreeze){
362 //glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
363 glRotatef(rotation2,1,0,0);
364 glRotatef(rotation,0,1,0);
367 if(environment==desertenvironment){
368 glRotatef((float)(abs(Random()%100))/3000-1,1,0,0);
369 glRotatef((float)(abs(Random()%100))/3000-1,0,1,0);
370 //glRotatef(blurness/40-1,1,0,0);
371 //glRotatef(blurness/40-1,0,1,0);
373 SetUpLight(&light,0);
375 if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
376 if(environment==desertenvironment){
377 glRotatef((float)(abs(Random()%100))/1000,1,0,0);
378 glRotatef((float)(abs(Random()%100))/1000,0,1,0);
381 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
383 glTranslatef(-viewer.x,-viewer.y,-viewer.z);
384 frustum.GetFrustum();
388 static float size,opacity,rotation;
390 for(k=0;k<numplayers;k++){
391 if(!player[k].skeleton.free&&player[k].playerdetail&&player[k].howactive<typesleeping)
392 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)
393 for(i=0;i<player[k].skeleton.num_joints;i++){
394 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
395 point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
397 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;
398 if(k!=0&&tutoriallevel==1){
399 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;
401 terrain.MakeDecal(shadowdecal,point,size,opacity,rotation);
402 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
403 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
404 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
405 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
406 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);
409 if(k!=0&&tutoriallevel==1){
410 opacity=.2+.2*sin(smoketex*6+i);
412 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
417 if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
418 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
419 for(i=0;i<player[k].skeleton.num_joints;i++){
420 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){
421 if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
422 else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
424 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;
425 if(k!=0&&tutoriallevel==1){
426 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;
428 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
429 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
430 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
431 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
432 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
433 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);
434 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);
437 if(k!=0&&tutoriallevel==1){
438 opacity=.2+.2*sin(smoketex*6+i);
440 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
446 if(!player[k].playerdetail)
447 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
449 point=player[k].coords;
451 opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
452 terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
453 if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
454 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
455 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
456 point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
459 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
465 glEnable(GL_TEXTURE_2D);
467 glEnable(GL_DEPTH_TEST);
468 glEnable(GL_CULL_FACE);
470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
471 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
472 glBindTexture( GL_TEXTURE_2D, terraintexture);
474 glBindTexture( GL_TEXTURE_2D, terraintexture2);
476 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
477 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
480 terrain.drawdecals();
483 glEnable(GL_CULL_FACE);
484 glEnable(GL_LIGHTING);
486 glEnable(GL_TEXTURE_2D);
489 glEnable(GL_COLOR_MATERIAL);
504 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
505 glEnable(GL_CULL_FACE);
506 glCullFace(GL_FRONT);
508 for(k=0;k<numplayers;k++){
509 if(k==0||tutoriallevel!=1){
511 glEnable(GL_LIGHTING);
512 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
513 distance=findDistancefast(&viewer,&player[k].coords);
514 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
515 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
516 if(distance>=1)glDisable(GL_BLEND);
518 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;
520 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
521 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
523 player[k].occluded+=1;
524 player[k].lastoccluded=i;
526 else player[k].occluded=0;
527 if(player[k].occluded<25)player[k].DrawSkeleton();
533 if(!cameramode&&musictype==stream_music2)playerdist=findDistancefastflat(&player[0].coords,&viewer);
534 else playerdist=-100;
537 glEnable(GL_TEXTURE_2D);
542 if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){
543 glAlphaFunc(GL_GREATER, 0.0001f);
545 glDisable(GL_CULL_FACE);
546 glDisable(GL_LIGHTING);
548 glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
549 glRotatef(hawkrotation,0,1,0);
550 glTranslatef(25,0,0);
551 distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
552 glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
553 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
554 if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
555 hawk.drawdifftex(hawktexture);
559 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
560 glEnable(GL_CULL_FACE);
561 glCullFace(GL_FRONT);
563 for(k=0;k<numplayers;k++){
564 if(!(k==0||tutoriallevel!=1)){
566 glEnable(GL_LIGHTING);
567 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
568 distance=findDistancefast(&viewer,&player[k].coords);
569 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
570 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
571 if(distance>=1)glDisable(GL_BLEND);
573 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;
575 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
576 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
578 player[k].occluded+=1;
579 player[k].lastoccluded=i;
581 else player[k].occluded=0;
582 if(player[k].occluded<25)player[k].DrawSkeleton();
589 glEnable(GL_TEXTURE_2D);
594 glDisable(GL_COLOR_MATERIAL);
596 glDisable(GL_LIGHTING);
597 glDisable(GL_TEXTURE_2D);
605 glDisable(GL_LIGHTING);
606 glDisable(GL_TEXTURE_2D);
607 glDisable(GL_COLOR_MATERIAL);
610 for(k=0;k<numplayers;k++){
611 if(player[k].numwaypoints>1){
612 glBegin(GL_LINE_LOOP);
613 for(i=0;i<player[k].numwaypoints;i++){
614 glVertex3f(player[k].waypoints[i].x,player[k].waypoints[i].y+.5,player[k].waypoints[i].z);
623 for(k=0;k<numpathpoints;k++){
624 if(numpathpointconnect[k]){
625 for(i=0;i<numpathpointconnect[k];i++){
626 glBegin(GL_LINE_LOOP);
627 glVertex3f(pathpoint[k].x,pathpoint[k].y+.5,pathpoint[k].z);
628 glVertex3f(pathpoint[pathpointconnect[k][i]].x,pathpoint[pathpointconnect[k][i]].y+.5,pathpoint[pathpointconnect[k][i]].z);
636 glVertex3f(pathpoint[pathpointselected].x,pathpoint[pathpointselected].y+.5,pathpoint[pathpointselected].z);
643 glEnable(GL_TEXTURE_2D);
644 glColor4f(.5,.5,.5,1);
646 sprintf (string, " ",(int)(fps));
647 text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
650 if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
651 if(bonus==tracheotomy)sprintf (string, "Tracheotomy!");
652 else if(bonus==backstab)sprintf (string, "Backstabber!");
653 else if(bonus==spinecrusher)sprintf (string, "Spinecrusher!");
654 else if(bonus==ninja)sprintf (string, "Ninja Bonus!");
655 else if(bonus==style)sprintf (string, "Style Bonus!");
656 else if(bonus==cannon)sprintf (string, "Leg Cannon!");
657 else if(bonus==aimbonus)sprintf (string, "Nice Aim!");
658 else if(bonus==deepimpact)sprintf (string, "Heavy Impact!");
659 else if(bonus==touchofdeath)sprintf (string, "Touch of Death!");
660 else if(bonus==swordreversebonus)sprintf (string, "Sword Disarm!");
661 else if(bonus==staffreversebonus)sprintf (string, "Staff Disarm!");
662 else if(bonus==reverseko)sprintf (string, "Reversal KO!");
663 else if(bonus==solidhit)sprintf (string, "Solid Hit!");
664 else if(bonus==twoxcombo)sprintf (string, "2X Combo!");
665 else if(bonus==threexcombo)sprintf (string, "3X Combo!");
666 else if(bonus==fourxcombo)sprintf (string, "4X COMBO!");
667 else if(bonus==megacombo)sprintf (string, "MEGA COMBO!");
668 else if(bonus==Reversal)sprintf (string, "Reversal!");
669 else if(bonus==Stabbonus)sprintf (string, "Punctured!");
670 else if(bonus==Slicebonus)sprintf (string, "Sliced!");
671 else if(bonus==Bullseyebonus)sprintf (string, "Bullseye!");
672 else if(bonus==Slashbonus)sprintf (string, "Slashed!");
673 else if(bonus==Wolfbonus)sprintf (string, "WOLF SLAYER!");
674 else if(bonus==FinishedBonus)sprintf (string, "SLAIN!");
675 else if(bonus==TackleBonus)sprintf (string, "Tackle!");
676 else if(bonus==AboveBonus)sprintf (string, "Death from Above!");
677 else sprintf (string, "Excellent!");
679 glColor4f(0,0,0,1-bonustime);
680 text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768);
681 glColor4f(1,0,0,1-bonustime);
682 text.glPrint(1024/2-10*strlen(string),768/16+768*4/5,string,1,2,1024,768);
684 sprintf (string, "%d",(int)bonusvalue);
685 glColor4f(0,0,0,1-bonustime);
686 text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
687 glColor4f(1,0,0,1-bonustime);
688 text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
689 glColor4f(.5,.5,.5,1);
692 if(tutoriallevel==1){
693 tutorialopac=tutorialmaxtime-tutorialstagetime;
694 if(tutorialopac>1)tutorialopac=1;
695 if(tutorialopac<0)tutorialopac=0;
697 sprintf (string, " ");
698 sprintf (string2, " ");
699 sprintf (string3, " ");
700 if(tutorialstage==0){
701 sprintf (string, " ");
702 sprintf (string2, " ");
703 sprintf (string3, " ");
705 if(tutorialstage==1){
706 sprintf (string, "Welcome to the Lugaru training level!");
707 sprintf (string2, " ");
708 sprintf (string3, " ");
710 if(tutorialstage==2){
711 sprintf (string, "BASIC MOVEMENT:");
712 sprintf (string2, " ");
713 sprintf (string3, " ");
715 if(tutorialstage==3){
716 sprintf (string, "You can move the mouse to rotate the camera.");
717 sprintf (string2, " ");
718 sprintf (string3, " ");
720 if(tutorialstage==4){
721 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));
722 sprintf (string2, "All movement is relative to the camera.");
723 sprintf (string3, " ");
725 if(tutorialstage==5){
726 sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
727 sprintf (string2, "You can hold it longer to jump higher.");
728 sprintf (string3, " ");
730 if(tutorialstage==6){
731 sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
732 sprintf (string2, "You can jump higher from a crouching position.");
733 sprintf (string3, " ");
735 if(tutorialstage==7){
736 sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
737 sprintf (string2, " ");
738 sprintf (string3, " ");
740 if(tutorialstage==8){
741 sprintf (string, "While crouching, you can sneak around silently");
742 sprintf (string2, "using the movement keys.");
743 sprintf (string3, " ");
745 if(tutorialstage==9){
746 sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
747 sprintf (string2, "to run animal-style.");
748 sprintf (string3, " ");
750 if(tutorialstage==10){
751 sprintf (string, "ADVANCED MOVEMENT:");
752 sprintf (string2, " ");
753 sprintf (string3, " ");
755 if(tutorialstage==11){
756 sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
757 sprintf (string2, "during impact to perform a walljump.");
758 sprintf (string3, "Be sure to use the movement keys to press against the wall");
760 if(tutorialstage==12){
761 sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
762 sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
763 sprintf (string3, " ");
765 if(tutorialstage==13){
766 sprintf (string, "BASIC COMBAT:");
767 sprintf (string2, " ");
768 sprintf (string3, " ");
770 if(tutorialstage==14){
771 sprintf (string, "There is now an imaginary enemy");
772 sprintf (string2, "in the middle of the training area.");
773 sprintf (string3, " ");
775 if(tutorialstage==15){
776 if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
777 else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
778 sprintf (string2, "You can punch by standing still near an enemy and attacking.");
779 sprintf (string3, " ");
781 if(tutorialstage==16){
782 sprintf (string, "If you are close, you will perform a weak punch.");
783 sprintf (string2, "The weak punch is excellent for starting attack combinations.");
784 sprintf (string3, " ");
786 if(tutorialstage==17){
787 sprintf (string, "Attacking while running results in a spin kick.");
788 sprintf (string2, "This is one of your most powerful ground attacks.");
789 sprintf (string3, " ");
791 if(tutorialstage==18){
792 sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
793 sprintf (string2, "This is a very fast attack, and easy to follow up.");
794 sprintf (string3, " ");
796 if(tutorialstage==19){
797 sprintf (string, "When an enemy is on the ground, you can deal some extra");
798 sprintf (string2, "damage by running up and drop-kicking him.");
799 sprintf (string3, "(Try knocking them down with a sweep first)");
801 if(tutorialstage==20){
802 sprintf (string, "Your most powerful individual attack is the rabbit kick.");
803 if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
804 else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
805 sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
807 if(tutorialstage==21){
808 sprintf (string, "This attack is devastating if timed correctly.");
809 sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
810 if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
811 else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
813 if(tutorialstage==22){
814 sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
815 sprintf (string2, "him instantly. Move close behind this enemy");
816 sprintf (string3, "and attack.");
818 if(tutorialstage==23){
819 sprintf (string, "Another important attack is the wall kick. When an enemy");
820 sprintf (string2, "is near a wall, perform a walljump nearby and hold");
821 sprintf (string3, "the attack key during impact with the wall.");
823 if(tutorialstage==24){
824 sprintf (string, "You can tackle enemies by running at them animal-style");
825 if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
826 else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
827 sprintf (string3, "This is especially useful when they are running away.");
829 if(tutorialstage==25){
830 sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
831 sprintf (string2, "against enemies with swords or other long weapons.");
832 sprintf (string3, " ");
834 if(tutorialstage==26){
835 sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
836 sprintf (string2, " ");
837 sprintf (string3, " ");
839 if(tutorialstage==27){
840 sprintf (string, "The enemy can now reverse your attacks.");
841 sprintf (string2, " ");
842 sprintf (string3, " ");
844 if(tutorialstage==28){
845 sprintf (string, "If you attack, you will notice that the enemy now sometimes");
846 sprintf (string2, "catches your attack and uses it against you. Hold");
847 sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
849 if(tutorialstage==29){
850 sprintf (string, "Try escaping from two more reversals in a row.");
851 sprintf (string2, " ");
852 sprintf (string3, " ");
854 if(tutorialstage==30){
855 sprintf (string, "Good!");
856 sprintf (string2, " ");
857 sprintf (string3, " ");
859 if(tutorialstage==31){
860 sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
861 sprintf (string2, "enemy's attack. You must also be close to the enemy;");
862 sprintf (string3, "this is especially important against armed opponents.");
864 if(tutorialstage==32){
865 sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
866 sprintf (string2, "This imaginary opponents attacks will be highlighted");
867 sprintf (string3, "to make this easier.");
869 if(tutorialstage==33){
870 sprintf (string, "Reverse three enemy attacks!");
871 sprintf (string2, " ");
872 sprintf (string3, " ");
874 if(tutorialstage==34){
875 sprintf (string, "Reverse two more enemy attacks!");
876 sprintf (string2, " ");
877 sprintf (string3, " ");
879 if(tutorialstage==35){
880 sprintf (string, "Reverse one more enemy attack!");
881 sprintf (string2, " ");
882 sprintf (string3, " ");
884 if(tutorialstage==36){
885 sprintf (string, "Excellent!");
886 sprintf (string2, " ");
887 sprintf (string3, " ");
889 if(tutorialstage==37){
890 sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
891 sprintf (string2, "Damage dealt: %d",(int)damagedealt);
892 sprintf (string3, "Damage taken: %d.",(int)damagetaken);
894 if(tutorialstage==38){
895 sprintf (string, "WEAPONS:");
896 sprintf (string2, " ");
897 sprintf (string3, " ");
899 if(tutorialstage==39){
900 sprintf (string, "There is now an imaginary knife");
901 sprintf (string2, "in the center of the training area.");
902 sprintf (string3, " ");
904 if(tutorialstage==40){
905 sprintf (string, "Stand, roll or handspring over the knife");
906 sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
907 sprintf (string3, "You can crouch and press the same key to drop it again.");
909 if(tutorialstage==41){
910 sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
911 sprintf (string2, "Sometimes it is best to keep them unequipped to");
912 sprintf (string3, "prevent enemies from taking them. ");
914 if(tutorialstage==42){
915 sprintf (string, "The knife is the smallest weapon and the least encumbering.");
916 sprintf (string2, "You can equip or unequip it while standing, crouching,");
917 sprintf (string3, "running or flipping.");
919 if(tutorialstage==43){
920 sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
921 sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
922 sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
924 if(tutorialstage==44){
925 sprintf (string, "The enemy now has your knife!");
926 sprintf (string2, "Please reverse two of his knife attacks.");
927 sprintf (string3, " ");
929 if(tutorialstage==45){
930 sprintf (string, "Please reverse one more of his knife attacks.");
931 sprintf (string2, " ");
932 sprintf (string3, " ");
934 if(tutorialstage==46){
935 sprintf (string, "Now he has a sword!");
936 sprintf (string2, "The sword has longer reach than your arms, so you");
937 sprintf (string3, "must move close to reverse the sword slash.");
939 if(tutorialstage==47){
940 sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
941 sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
942 sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
944 if(tutorialstage==48){
945 sprintf (string, "The staff is like the sword, but has two main attacks.");
946 sprintf (string2, "The standing smash is fast and effective, and the running");
947 sprintf (string3, "spin smash is slower and more powerful.");
949 if(tutorialstage==49){
950 sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
951 sprintf (string2, "It is possible to throw the knife while flipping,");
952 sprintf (string3, "but it is very inaccurate.");
954 if(tutorialstage==50){
955 sprintf (string, "You now know everything you can learn from training.");
956 sprintf (string2, "Everything else you must learn from experience!");
957 sprintf (string3, " ");
959 if(tutorialstage==51){
960 sprintf (string, "Walk out of the training area to return to the main menu.");
961 sprintf (string2, " ");
962 sprintf (string3, " ");
965 glColor4f(0,0,0,tutorialopac);
966 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);
967 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);
968 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);
969 glColor4f(1,1,1,tutorialopac);
970 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
971 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);
972 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);
974 sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
975 sprintf (string2, "Press escape at any time to");
976 sprintf (string3, "pause or exit the tutorial.");
979 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);
980 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);
981 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);
982 glColor4f(0.5,0.5,0.5,1);
983 text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
984 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);
985 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);
989 if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
991 float closestdist=-1;
993 closest=currenthotspot;
994 for(i=0;i<numhotspots;i++){
995 distance=findDistancefast(&player[0].coords,&hotspot[i]);
996 if(closestdist==-1||distance<closestdist){
997 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
998 closestdist=distance;
1004 currenthotspot=closest;
1005 if(currenthotspot!=-1){
1006 if(hotspottype[closest]<=10){
1007 if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
1008 tutorialstagetime=0;
1010 tutorialopac=tutorialmaxtime-tutorialstagetime;
1011 if(tutorialopac>1)tutorialopac=1;
1012 if(tutorialopac<0)tutorialopac=0;
1014 sprintf (string, "%s", hotspottext[closest]);
1022 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1023 glColor4f(0,0,0,tutorialopac);
1024 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);
1025 glColor4f(1,1,1,tutorialopac);
1026 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);
1029 if(string[i]=='\0')done=1;
1035 else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
1036 whichdialogue=hotspottype[closest]-20;
1037 for(j=0;j<numdialogueboxes[whichdialogue];j++){
1038 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
1039 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
1040 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
1041 player[participantfocus[whichdialogue][j]].velocity=0;
1042 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
1043 player[participantfocus[whichdialogue][j]].targetframe=0;
1047 dialoguegonethrough[whichdialogue]++;
1048 if(dialogueboxsound[whichdialogue][indialogue]!=0){
1049 static float gLoc[3];
1050 static float vel[3];
1051 gLoc[0]=player[participantfocus[whichdialogue][indialogue]].coords.x;
1052 gLoc[1]=player[participantfocus[whichdialogue][indialogue]].coords.y;
1053 gLoc[2]=player[participantfocus[whichdialogue][indialogue]].coords.z;
1058 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
1059 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
1060 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
1061 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
1062 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
1063 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
1064 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1065 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1066 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1067 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1068 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1069 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1070 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1071 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1072 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1073 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1074 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1075 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1076 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1077 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1078 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
1079 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
1080 OPENAL_SetVolume(channels[whichsoundplay], 256);
1081 OPENAL_SetPaused(channels[whichsoundplay], false);
1087 if(indialogue!=-1&&!mainmenu){
1088 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1089 glDisable(GL_CULL_FACE);
1090 glDisable(GL_LIGHTING);
1091 glDisable(GL_TEXTURE_2D);
1093 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1094 glPushMatrix(); // Store The Projection Matrix
1095 glLoadIdentity(); // Reset The Projection Matrix
1096 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1097 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1098 glPushMatrix(); // Store The Modelview Matrix
1099 glLoadIdentity(); // Reset The Modelview Matrix
1100 if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
1101 glScalef(screenwidth,screenheight/4,1);
1102 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1105 glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
1107 glVertex3f(0, 0, 0.0f);
1108 glVertex3f(1, 0, 0.0f);
1109 glVertex3f(1, 1, 0.0f);
1110 glVertex3f(0, 1, 0.0f);
1112 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1113 glPopMatrix(); // Restore The Old Projection Matrix
1114 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1115 glPopMatrix(); // Restore The Old Projection Matrix
1116 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1117 glEnable(GL_CULL_FACE);
1118 glDisable(GL_BLEND);
1120 glEnable(GL_TEXTURE_2D);
1127 startx=screenwidth*1/5;
1128 if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
1129 if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
1131 // char tempname[64];
1135 // for(i=0;i<64;i++){
1140 for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
1141 tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
1143 if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
1144 //if(tempnum>2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0;
1145 //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')goodchar=0;
1146 if(goodchar)tempnum++;
1147 else tempname[tempnum]='\0';
1150 sprintf (string, "%s: ", tempname);
1152 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1153 glColor4f(0,0,0,tutorialopac);
1154 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1155 glColor4f(0.7,0.7,0.7,tutorialopac);
1156 text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
1160 glColor4f(0,0,0,tutorialopac);
1161 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1166 for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
1167 tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
1168 if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
1172 sprintf (string, "%s", tempname);
1181 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1182 if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1183 glColor4f(0,0,0,tutorialopac);
1184 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);
1185 glColor4f(1,1,1,tutorialopac);
1186 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1190 glColor4f(0,0,0,tutorialopac);
1191 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1195 if(string[i]=='\0')done=1;
1202 if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
1204 if(!scoreadded)sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);//(int)bonustotal);
1205 if(scoreadded)sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());//(int)bonustotal);
1207 if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
1209 text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
1211 text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
1213 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1214 glDisable(GL_CULL_FACE);
1215 glDisable(GL_LIGHTING);
1216 glDisable(GL_TEXTURE_2D);
1218 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1219 glPushMatrix(); // Store The Projection Matrix
1220 glLoadIdentity(); // Reset The Projection Matrix
1221 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1222 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1223 glPushMatrix(); // Store The Modelview Matrix
1224 glLoadIdentity(); // Reset The Modelview Matrix
1225 glTranslatef(15,screenheight*17.5/20,0);
1226 glScalef(screenwidth/3+20,screenheight/20,1);
1227 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1229 glColor4f(0.0,0.4,0.0,0.7);
1230 float bar=((float)player[0].damage)/player[0].damagetolerance;
1232 glVertex3f((bar<1?bar:1),0,0.0f);
1233 glVertex3f(1,0,0.0f);
1234 glVertex3f(1,1,0.0f);
1235 glVertex3f((bar<1?bar:1),1,0.0f);
1237 glColor4f(0.1,0.0,0.0,1);
1238 bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
1240 glVertex3f(0,0,0.0f);
1241 glVertex3f((bar<1?bar:1),0,0.0f);
1242 glVertex3f((bar<1?bar:1),1,0.0f);
1243 glVertex3f(0,1,0.0f);
1245 glColor4f(0.4,0.0,0.0,0.7);
1246 bar = ((float)player[0].damage)/player[0].damagetolerance;
1248 glVertex3f(0,0,0.0f);
1249 glVertex3f((bar<1?bar:1),0,0.0f);
1250 glVertex3f((bar<1?bar:1),1,0.0f);
1251 glVertex3f(0,1,0.0f);
1253 glColor4f(0.4,0.0,0.0,0.7);
1254 bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
1256 glVertex3f(0,0,0.0f);
1257 glVertex3f((bar<1?bar:1),0,0.0f);
1258 glVertex3f((bar<1?bar:1),1,0.0f);
1259 glVertex3f(0,1,0.0f);
1261 glColor4f(0.4,0.0,0.0,0.7);
1262 bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
1264 glVertex3f(0,0,0.0f);
1265 glVertex3f((bar<1?bar:1),0,0.0f);
1266 glVertex3f((bar<1?bar:1),1,0.0f);
1267 glVertex3f(0,1,0.0f);
1269 glColor4f(0.0,0.0,0.0,0.7);
1271 glBegin(GL_LINE_STRIP);
1272 glVertex3f(0,0,0.0f);
1273 glVertex3f(1,0,0.0f);
1274 glVertex3f(1,1,0.0f);
1275 glVertex3f(0,1,0.0f);
1276 glVertex3f(0,0,0.0f);
1279 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1280 glPopMatrix(); // Restore The Old Projection Matrix
1281 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1282 glPopMatrix(); // Restore The Old Projection Matrix
1283 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1284 glEnable(GL_CULL_FACE);
1285 glDisable(GL_BLEND);
1287 glEnable(GL_TEXTURE_2D);
1289 // writing the numbers :
1290 sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
1292 text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
1294 text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
1298 glColor4f(.5,.5,.5,1);
1301 if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
1302 sprintf (string, "The framespersecond is %d.",(int)(fps));
1303 text.glPrint(10,30,string,0,.8,1024,768);
1305 sprintf (string, "Name: %s", registrationname);
1306 text.glPrint(10,260,string,0,.8,1024,768);
1309 if(editorenabled)sprintf (string, "Map editor enabled.");
1310 if(!editorenabled)sprintf (string, "Map editor Disabled.");
1311 text.glPrint(10,60,string,0,.8,1024,768);
1313 sprintf (string, "Object size: %f",editorsize);
1314 text.glPrint(10,75,string,0,.8,1024,768);
1315 if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
1316 else sprintf (string, "Object rotation: Random");
1317 text.glPrint(10,90,string,0,.8,1024,768);
1318 if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
1319 else sprintf (string, "Object rotation2: Random");
1320 text.glPrint(10,105,string,0,.8,1024,768);
1321 sprintf (string, "Object type: %d",editortype);
1322 text.glPrint(10,120,string,0,.8,1024,768);
1323 if(editortype==boxtype)sprintf (string, "(box)");
1324 if(editortype==treetrunktype)sprintf (string, "(tree)");
1325 if(editortype==walltype)sprintf (string, "(wall)");
1326 if(editortype==weirdtype)sprintf (string, "(weird)");
1327 if(editortype==spiketype)sprintf (string, "(spike)");
1328 if(editortype==rocktype)sprintf (string, "(rock)");
1329 if(editortype==bushtype)sprintf (string, "(bush)");
1330 if(editortype==tunneltype)sprintf (string, "(tunnel)");
1331 if(editortype==chimneytype)sprintf (string, "(chimney)");
1332 if(editortype==platformtype)sprintf (string, "(platform)");
1333 if(editortype==cooltype)sprintf (string, "(cool)");
1334 if(editortype==firetype)sprintf (string, "(fire)");
1335 text.glPrint(130,120,string,0,.8,1024,768);
1337 sprintf (string, "Numplayers: %d",numplayers);
1338 text.glPrint(10,155,string,0,.8,1024,768);
1339 sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
1340 text.glPrint(10,140,string,0,.8,1024,768);
1342 /*sprintf (string, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z);
1343 text.glPrint(10,200,string,0,.8,1024,768);*/
1344 sprintf (string, "Difficulty: %d",difficulty);
1345 text.glPrint(10,240,string,0,.8,1024,768);
1347 sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]);
1348 text.glPrint(10,240,string,0,.8,1024,768);
1349 sprintf (string, "killhotspot: %d",killhotspot);
1350 text.glPrint(10,220,string,0,.8,1024,768);
1351 sprintf (string, "winhotspot: %d",winhotspot);
1352 text.glPrint(10,200,string,0,.8,1024,768);*/
1357 if(drawmode==glowmode){
1358 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1359 glDisable(GL_CULL_FACE);
1360 glDisable(GL_LIGHTING);
1361 glDisable(GL_TEXTURE_2D);
1363 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1364 glPushMatrix(); // Store The Projection Matrix
1365 glLoadIdentity(); // Reset The Projection Matrix
1366 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1367 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1368 glPushMatrix(); // Store The Modelview Matrix
1369 glLoadIdentity(); // Reset The Modelview Matrix
1370 glScalef(screenwidth,screenheight,1);
1371 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1373 glColor4f(0,0,0,.5);
1375 glVertex3f(0, 0, 0.0f);
1376 glVertex3f(256, 0, 0.0f);
1377 glVertex3f(256, 256, 0.0f);
1378 glVertex3f(0, 256, 0.0f);
1380 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1381 glPopMatrix(); // Restore The Old Projection Matrix
1382 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1383 glPopMatrix(); // Restore The Old Projection Matrix
1384 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1385 glEnable(GL_CULL_FACE);
1386 glDisable(GL_BLEND);
1390 if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
1391 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1392 glDisable(GL_CULL_FACE);
1393 glDisable(GL_LIGHTING);
1394 glDisable(GL_TEXTURE_2D);
1396 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1397 glPushMatrix(); // Store The Projection Matrix
1398 glLoadIdentity(); // Reset The Projection Matrix
1399 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1400 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1401 glPushMatrix(); // Store The Modelview Matrix
1402 glLoadIdentity(); // Reset The Modelview Matrix
1403 glScalef(screenwidth,screenheight,1);
1404 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1406 if(player[0].dead)blackout+=multiplier*3;
1407 if(player[0].dead==1)blackout=.4f;
1408 if(player[0].dead==2&&blackout>.6)blackout=.6;
1409 glColor4f(0,0,0,blackout);
1410 if(!player[0].dead){
1411 if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
1412 glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
1413 blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
1416 glColor4f(0,0,0,player[0].blooddimamount*.3);
1417 blackout=player[0].blooddimamount*.3;
1420 if(console)glColor4f(.7,0,0,.2);
1422 glVertex3f(0, 0, 0.0f);
1423 glVertex3f(256, 0, 0.0f);
1424 glVertex3f(256, 256, 0.0f);
1425 glVertex3f(0, 256, 0.0f);
1427 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1428 glPopMatrix(); // Restore The Old Projection Matrix
1429 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1430 glPopMatrix(); // Restore The Old Projection Matrix
1431 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1432 glEnable(GL_CULL_FACE);
1433 glDisable(GL_BLEND);
1437 if(flashamount>0&&damageeffects){
1438 if(flashamount>1)flashamount=1;
1439 if(flashdelay<=0)flashamount-=multiplier;
1441 if(flashamount<0)flashamount=0;
1442 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1443 glDisable(GL_CULL_FACE);
1444 glDisable(GL_LIGHTING);
1446 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1447 glPushMatrix(); // Store The Projection Matrix
1448 glLoadIdentity(); // Reset The Projection Matrix
1449 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1450 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1451 glPushMatrix(); // Store The Modelview Matrix
1452 glLoadIdentity(); // Reset The Modelview Matrix
1453 glScalef(screenwidth,screenheight,1);
1454 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1456 glColor4f(flashr,flashg,flashb,flashamount);
1458 glVertex3f(0, 0, 0.0f);
1459 glVertex3f(256, 0, 0.0f);
1460 glVertex3f(256, 256, 0.0f);
1461 glVertex3f(0, 256, 0.0f);
1463 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1464 glPopMatrix(); // Restore The Old Projection Matrix
1465 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1466 glPopMatrix(); // Restore The Old Projection Matrix
1467 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1468 glEnable(GL_CULL_FACE);
1469 glDisable(GL_BLEND);
1475 glEnable(GL_TEXTURE_2D);
1478 sprintf (string, " ]");
1479 text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
1481 sprintf (string, "_");
1482 text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
1486 if((i!=0||chatting)&&displaytime[i]<4)
1487 for(j=0;j<displaychars[i];j++){
1488 glColor4f(1,1,1,4-displaytime[i]);
1489 if(j<displaychars[i]){
1490 sprintf (string, "%c",displaytext[i][j]);
1491 text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
1497 if(minimap&&indialogue==-1){
1501 glDisable(GL_DEPTH_TEST);
1502 glColor3f (1.0, 1.0, 1.0); // no coloring
1504 glEnable(GL_TEXTURE_2D);
1505 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1506 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1507 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1508 glDisable(GL_CULL_FACE);
1509 glDisable(GL_LIGHTING);
1511 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1512 glPushMatrix(); // Store The Projection Matrix
1513 glLoadIdentity(); // Reset The Projection Matrix
1514 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1515 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1516 glPushMatrix(); // Store The Modelview Matrix
1517 glLoadIdentity(); // Reset The Modelview Matrix
1518 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1519 glTranslatef(1.75,.25,0);
1520 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1530 int numliveplayers=0;
1531 for(i=0;i<numplayers;i++){
1532 if(!player[i].dead)numliveplayers++;
1538 for(i=0;i<objects.numobjects;i++){
1539 if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
1540 center+=objects.position[i];
1544 for(i=0;i<numplayers;i++){
1545 if(!player[i].dead)center+=player[i].coords;
1547 center/=numadd+numliveplayers;
1549 center=player[0].coords;
1551 float maxdistance=0;
1554 for(i=0;i<objects.numobjects;i++){
1555 tempdist=findDistancefast(¢er,&objects.position[i]);
1556 if(tempdist>maxdistance){
1558 maxdistance=tempdist;
1561 for(i=0;i<numplayers;i++){
1562 if(!player[i].dead){
1563 tempdist=findDistancefast(¢er,&player[i].coords);
1564 if(tempdist>maxdistance){
1566 maxdistance=tempdist;
1570 radius=fast_sqrt(maxdistance);
1574 glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
1576 glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
1577 /*float startx,starty,endx,endy;
1579 glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
1580 glVertex3f(-1, -1, 0.0f);
1581 glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
1582 glVertex3f(1, -1, 0.0f);
1583 glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
1584 glVertex3f(1, 1, 0.0f);
1585 glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
1586 glVertex3f(-1, 1, 0.0f);
1589 glRotatef(player[0].lookrotation*-1+180,0,0,1);
1590 glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
1591 for(i=0;i<objects.numobjects;i++){
1592 if(objects.type[i]==treetrunktype){
1593 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1594 if(distcheck<mapviewdist){
1595 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1596 glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
1598 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1599 glRotatef(objects.rotation[i],0,0,1);
1600 glScalef(.003,.003,.003);
1603 glVertex3f(-1, -1, 0.0f);
1605 glVertex3f(1, -1, 0.0f);
1607 glVertex3f(1, 1, 0.0f);
1609 glVertex3f(-1, 1, 0.0f);
1614 if(objects.type[i]==boxtype){
1615 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1616 if(distcheck<mapviewdist){
1617 glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
1618 glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
1620 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1621 glRotatef(objects.rotation[i],0,0,1);
1622 glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
1625 glVertex3f(-1, -1, 0.0f);
1627 glVertex3f(1, -1, 0.0f);
1629 glVertex3f(1, 1, 0.0f);
1631 glVertex3f(-1, 1, 0.0f);
1638 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1639 for(i=0;i<numboundaries;i++){
1640 glColor4f(0,0,0,opac/3);
1642 glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
1643 glScalef(.002,.002,.002);
1646 glVertex3f(-1, -1, 0.0f);
1648 glVertex3f(1, -1, 0.0f);
1650 glVertex3f(1, 1, 0.0f);
1652 glVertex3f(-1, 1, 0.0f);
1657 for(i=0;i<numplayers;i++){
1658 distcheck=findDistancefast(&player[0].coords,&player[i].coords);
1659 if(distcheck<mapviewdist){
1661 glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
1662 if(i==0)glColor4f(1,1,1,opac);
1663 else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
1664 else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
1665 else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
1666 else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
1667 else glColor4f(1,1,0,1);
1668 glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
1669 glRotatef(player[i].rotation+180,0,0,1);
1670 glScalef(.005,.005,.005);
1673 glVertex3f(-1, -1, 0.0f);
1675 glVertex3f(1, -1, 0.0f);
1677 glVertex3f(1, 1, 0.0f);
1679 glVertex3f(-1, 1, 0.0f);
1681 /*glBegin(GL_TRIANGLES);
1683 glVertex3f(-1, -1, 0.0f);
1685 glVertex3f(1, -1, 0.0f);
1687 glVertex3f(0, 1, 0.0f);
1692 /*glBegin(GL_QUADS);
1694 glVertex3f(-1, -1, 0.0f);
1696 glVertex3f(1, -1, 0.0f);
1698 glVertex3f(1, 1, 0.0f);
1700 glVertex3f(-1, 1, 0.0f);
1703 glDisable(GL_TEXTURE_2D);
1704 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1705 glPopMatrix(); // Restore The Old Projection Matrix
1706 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1707 glPopMatrix(); // Restore The Old Projection Matrix
1708 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1709 glEnable(GL_CULL_FACE);
1710 glDisable(GL_BLEND);
1716 drawmode=normalmode;
1720 if(loading&&!stealthloading&&(!campaign||player[0].dead)){
1721 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1722 glDisable(GL_CULL_FACE);
1723 glDisable(GL_LIGHTING);
1724 glDisable(GL_TEXTURE_2D);
1726 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1727 glPushMatrix(); // Store The Projection Matrix
1728 glLoadIdentity(); // Reset The Projection Matrix
1729 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1730 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1731 glPushMatrix(); // Store The Modelview Matrix
1732 glLoadIdentity(); // Reset The Modelview Matrix
1733 glScalef(screenwidth,screenheight,1);
1734 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1736 glColor4f(0,0,0,.7);
1738 glVertex3f(0, 0, 0.0f);
1739 glVertex3f(256, 0, 0.0f);
1740 glVertex3f(256, 256, 0.0f);
1741 glVertex3f(0, 256, 0.0f);
1743 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1744 glPopMatrix(); // Restore The Old Projection Matrix
1745 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1746 glPopMatrix(); // Restore The Old Projection Matrix
1747 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1748 glEnable(GL_CULL_FACE);
1749 glDisable(GL_BLEND);
1753 glDisable(GL_DEPTH_TEST);
1754 glColor3f (1.0, 1.0, 1.0); // no coloring
1756 glEnable(GL_TEXTURE_2D);
1757 /*glBindTexture( GL_TEXTURE_2D, logotexture);
1758 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1759 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1760 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1761 glDisable(GL_CULL_FACE);
1762 glDisable(GL_LIGHTING);
1764 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1765 glPushMatrix(); // Store The Projection Matrix
1766 glLoadIdentity(); // Reset The Projection Matrix
1767 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1768 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1769 glPushMatrix(); // Store The Modelview Matrix
1770 glLoadIdentity(); // Reset The Modelview Matrix
1771 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1772 glTranslatef(1.8,1.25,0);
1773 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1777 glScalef(.25,.25,.25);
1780 glVertex3f(-1, -1, 0.0f);
1782 glVertex3f(1, -1, 0.0f);
1784 glVertex3f(1, 1, 0.0f);
1786 glVertex3f(-1, 1, 0.0f);
1789 glDisable(GL_TEXTURE_2D);
1790 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1791 glPopMatrix(); // Restore The Old Projection Matrix
1792 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1793 glPopMatrix(); // Restore The Old Projection Matrix
1794 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1795 glEnable(GL_CULL_FACE);
1796 glDisable(GL_BLEND);
1802 glEnable(GL_TEXTURE_2D);
1804 sprintf (string, "Loading...");
1805 text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
1808 //if(ismotionblur)drawmode=motionblurmode;
1809 drawmode=normalmode;
1812 if(winfreeze&&!campaign){
1813 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1814 glDisable(GL_CULL_FACE);
1815 glDisable(GL_LIGHTING);
1816 glDisable(GL_TEXTURE_2D);
1818 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1819 glPushMatrix(); // Store The Projection Matrix
1820 glLoadIdentity(); // Reset The Projection Matrix
1821 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1822 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1823 glPushMatrix(); // Store The Modelview Matrix
1824 glLoadIdentity(); // Reset The Modelview Matrix
1825 glScalef(screenwidth,screenheight,1);
1826 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1828 glColor4f(0,0,0,.4);
1830 glVertex3f(0, 0, 0.0f);
1831 glVertex3f(256, 0, 0.0f);
1832 glVertex3f(256, 256, 0.0f);
1833 glVertex3f(0, 256, 0.0f);
1835 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1836 glPopMatrix(); // Restore The Old Projection Matrix
1837 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1838 glPopMatrix(); // Restore The Old Projection Matrix
1839 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1840 glEnable(GL_CULL_FACE);
1841 glDisable(GL_BLEND);
1845 glDisable(GL_DEPTH_TEST);
1846 glColor3f (1.0, 1.0, 1.0); // no coloring
1848 glEnable(GL_TEXTURE_2D);
1849 /*glBindTexture( GL_TEXTURE_2D, logotexture);
1850 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1851 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1852 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1853 glDisable(GL_CULL_FACE);
1854 glDisable(GL_LIGHTING);
1856 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1857 glPushMatrix(); // Store The Projection Matrix
1858 glLoadIdentity(); // Reset The Projection Matrix
1859 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1860 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1861 glPushMatrix(); // Store The Modelview Matrix
1862 glLoadIdentity(); // Reset The Modelview Matrix
1863 glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1864 glTranslatef(1.8,1.25,0);
1865 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1869 glScalef(.25,.25,.25);
1872 glVertex3f(-1, -1, 0.0f);
1874 glVertex3f(1, -1, 0.0f);
1876 glVertex3f(1, 1, 0.0f);
1878 glVertex3f(-1, 1, 0.0f);
1881 glDisable(GL_TEXTURE_2D);
1882 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1883 glPopMatrix(); // Restore The Old Projection Matrix
1884 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1885 glPopMatrix(); // Restore The Old Projection Matrix
1886 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1887 glEnable(GL_CULL_FACE);
1888 glDisable(GL_BLEND);
1896 if(damagetaken==0&&player[0].bloodloss==0){
1897 awards[numawards]=awardflawless;
1903 for(i=1;i<numplayers;i++){
1904 if(player[i].dead!=2)alldead=0;
1907 awards[numawards]=awardalldead;
1912 for(i=1;i<numplayers;i++){
1913 if(player[i].dead!=1)alldead=0;
1916 awards[numawards]=awardnodead;
1919 if(numresponded==0&&!numthrowkill){
1920 awards[numawards]=awardstealth;
1923 if(numattacks==numstaffattack&&numattacks>0){
1924 awards[numawards]=awardbojutsu;
1927 if(numattacks==numswordattack&&numattacks>0){
1928 awards[numawards]=awardswordsman;
1931 if(numattacks==numknifeattack&&numattacks>0){
1932 awards[numawards]=awardknifefighter;
1935 if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
1936 awards[numawards]=awardkungfu;
1940 awards[numawards]=awardevasion;
1943 if(numflipfail==0&&numflipped+numwallflipped*2>20){
1944 awards[numawards]=awardacrobat;
1947 if(numthrowkill==numplayers-1){
1948 awards[numawards]=awardlongrange;
1953 for(i=1;i<numplayers;i++){
1954 if(player[i].dead!=2)alldead=0;
1956 if(numafterkill>0&&alldead){
1957 awards[numawards]=awardbrutal;
1960 if(numreversals>((float)numattacks)*.8&&numreversals>3){
1961 awards[numawards]=awardaikido;
1964 if(maxalarmed==1&&numplayers>2){
1965 awards[numawards]=awardstrategy;
1969 awards[numawards]=awardklutz;
1974 //Win Screen Won Victory
1976 glEnable(GL_TEXTURE_2D);
1978 sprintf (string, "Level Cleared!");
1979 text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
1981 sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
1982 text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
1984 if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue");
1985 if(campaign)sprintf (string, "Press Escape or Space to continue");
1986 text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
1990 for(i=0;i<255;i++)string[i]='\0';
1991 sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
1992 strcat(string,temp);
1993 if((int)(leveltime)%60<10)strcat(string,"0");
1994 sprintf (temp, "%d",(int)(leveltime)%60);
1995 strcat(string,temp);
1996 text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
1998 for(i=0;i<numawards;i++){
2000 if(awards[i]==awardklutz)sprintf (string, "Suicidal");
2001 if(awards[i]==awardflawless)sprintf (string, "Flawless!");
2002 if(awards[i]==awardalldead)sprintf (string, "Take no prisoners");
2003 if(awards[i]==awardnodead)sprintf (string, "Merciful");
2004 if(awards[i]==awardstealth)sprintf (string, "One with the shadows!");
2005 if(awards[i]==awardswordsman)sprintf (string, "Swordsman");
2006 if(awards[i]==awardkungfu)sprintf (string, "Unarmed!");
2007 if(awards[i]==awardknifefighter)sprintf (string, "Knife fighter");
2008 if(awards[i]==awardcoward)sprintf (string, "Coward");
2009 if(awards[i]==awardevasion)sprintf (string, "Escape artist");
2010 if(awards[i]==awardacrobat)sprintf (string, "Gymnast");
2011 if(awards[i]==awardlongrange)sprintf (string, "Blade slinger");
2012 if(awards[i]==awardbrutal)sprintf (string, "Brutal");
2013 if(awards[i]==awardhyper)sprintf (string, "Hyper");
2014 if(awards[i]==awardaikido)sprintf (string, "Aikido master!");
2015 if(awards[i]==awardrambo)sprintf (string, "Rambo");
2016 if(awards[i]==awardfast)sprintf (string, "Fast");
2017 if(awards[i]==awardrealfast)sprintf (string, "Real fast");
2018 if(awards[i]==awarddamnfast)sprintf (string, "Damn fast");
2019 if(awards[i]==awardstrategy)sprintf (string, "Divide and conquer");
2020 if(awards[i]==awardbojutsu)sprintf (string, "Bojutsu");
2021 text.glPrintOutlined(1024/30,768*6/8-90-40*i,string,1,2,1024,768);
2025 //drawmode=normalmode;
2028 if(drawmode!=normalmode){
2029 glEnable(GL_TEXTURE_2D);
2031 if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
2034 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2035 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
2036 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
2037 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
2038 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
2039 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
2040 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
2042 glBindTexture( GL_TEXTURE_2D, screentexture);
2043 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
2046 if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
2048 glBindTexture( GL_TEXTURE_2D, screentexture2);
2049 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
2051 if(!screentexture2){
2052 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
2054 glGenTextures( 1, &screentexture2 );
2055 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2057 glEnable(GL_TEXTURE_2D);
2058 glBindTexture( GL_TEXTURE_2D, screentexture2);
2059 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
2060 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
2062 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
2068 glClear(GL_DEPTH_BUFFER_BIT);
2069 ReSizeGLScene(90,.1f);
2070 glViewport(0,0,screenwidth,screenheight);
2072 if(drawmode!=normalmode){
2073 glDisable(GL_DEPTH_TEST);
2074 if(drawmode==motionblurmode){
2075 glDrawBuffer(GL_FRONT);
2076 glReadBuffer(GL_BACK);
2077 //myassert(glGetError() == GL_NO_ERROR);
2080 glColor3f (1.0, 1.0, 1.0); // no coloring
2082 glEnable(GL_TEXTURE_2D);
2083 glBindTexture( GL_TEXTURE_2D, screentexture);
2084 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2085 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2086 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2087 glDisable(GL_CULL_FACE);
2088 glDisable(GL_LIGHTING);
2090 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2091 glPushMatrix(); // Store The Projection Matrix
2092 glLoadIdentity(); // Reset The Projection Matrix
2093 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2094 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2095 glPushMatrix(); // Store The Modelview Matrix
2096 glLoadIdentity(); // Reset The Modelview Matrix
2097 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2098 glTranslatef(1,1,0);
2099 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2101 if(drawmode==motionblurmode){
2102 if(motionbluramount<.2)motionbluramount=.2;
2103 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
2104 glColor4f(1,1,1,motionbluramount);
2108 glVertex3f(-1, -1, 0.0f);
2109 glTexCoord2f(texcoordwidth,0);
2110 glVertex3f(1, -1, 0.0f);
2111 glTexCoord2f(texcoordwidth,texcoordheight);
2112 glVertex3f(1, 1, 0.0f);
2113 glTexCoord2f(0,texcoordheight);
2114 glVertex3f(-1, 1, 0.0f);
2118 if(drawmode==realmotionblurmode){
2119 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2120 glClear(GL_COLOR_BUFFER_BIT);
2121 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2122 glBindTexture( GL_TEXTURE_2D, screentexture);
2123 glColor4f(1,1,1,.5);
2127 glVertex3f(-1, -1, 0.0f);
2128 glTexCoord2f(texcoordwidth,0);
2129 glVertex3f(1, -1, 0.0f);
2130 glTexCoord2f(texcoordwidth,texcoordheight);
2131 glVertex3f(1, 1, 0.0f);
2132 glTexCoord2f(0,texcoordheight);
2133 glVertex3f(-1, 1, 0.0f);
2136 glBindTexture( GL_TEXTURE_2D, screentexture2);
2137 glColor4f(1,1,1,.5);
2141 glVertex3f(-1, -1, 0.0f);
2142 glTexCoord2f(texcoordwidth,0);
2143 glVertex3f(1, -1, 0.0f);
2144 glTexCoord2f(texcoordwidth,texcoordheight);
2145 glVertex3f(1, 1, 0.0f);
2146 glTexCoord2f(0,texcoordheight);
2147 glVertex3f(-1, 1, 0.0f);
2150 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2152 if(drawmode==doublevisionmode){
2153 static float crosseyedness;
2154 crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
2155 if(crosseyedness>1)crosseyedness=1;
2156 if(crosseyedness<0)crosseyedness=0;
2158 glDisable(GL_BLEND);
2163 glVertex3f(-1, -1, 0.0f);
2164 glTexCoord2f(texcoordwidth,0);
2165 glVertex3f(1, -1, 0.0f);
2166 glTexCoord2f(texcoordwidth,texcoordheight);
2167 glVertex3f(1, 1, 0.0f);
2168 glTexCoord2f(0,texcoordheight);
2169 glVertex3f(-1, 1, 0.0f);
2173 glColor4f(1,1,1,.5);
2176 glTranslatef(.015*crosseyedness,0,0);
2180 glVertex3f(-1, -1, 0.0f);
2181 glTexCoord2f(texcoordwidth,0);
2182 glVertex3f(1, -1, 0.0f);
2183 glTexCoord2f(texcoordwidth,texcoordheight);
2184 glVertex3f(1, 1, 0.0f);
2185 glTexCoord2f(0,texcoordheight);
2186 glVertex3f(-1, 1, 0.0f);
2191 if(drawmode==glowmode){
2192 glColor4f(.5,.5,.5,.5);
2194 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2196 glTranslatef(.01,0,0);
2199 glVertex3f(-1, -1, 0.0f);
2200 glTexCoord2f(texcoordwidth,0);
2201 glVertex3f(1, -1, 0.0f);
2202 glTexCoord2f(texcoordwidth,texcoordheight);
2203 glVertex3f(1, 1, 0.0f);
2204 glTexCoord2f(0,texcoordheight);
2205 glVertex3f(-1, 1, 0.0f);
2209 glTranslatef(-.01,0,0);
2212 glVertex3f(-1, -1, 0.0f);
2213 glTexCoord2f(texcoordwidth,0);
2214 glVertex3f(1, -1, 0.0f);
2215 glTexCoord2f(texcoordwidth,texcoordheight);
2216 glVertex3f(1, 1, 0.0f);
2217 glTexCoord2f(0,texcoordheight);
2218 glVertex3f(-1, 1, 0.0f);
2222 glTranslatef(.0,.01,0);
2225 glVertex3f(-1, -1, 0.0f);
2226 glTexCoord2f(texcoordwidth,0);
2227 glVertex3f(1, -1, 0.0f);
2228 glTexCoord2f(texcoordwidth,texcoordheight);
2229 glVertex3f(1, 1, 0.0f);
2230 glTexCoord2f(0,texcoordheight);
2231 glVertex3f(-1, 1, 0.0f);
2235 glTranslatef(0,-.01,0);
2238 glVertex3f(-1, -1, 0.0f);
2239 glTexCoord2f(texcoordwidth,0);
2240 glVertex3f(1, -1, 0.0f);
2241 glTexCoord2f(texcoordwidth,texcoordheight);
2242 glVertex3f(1, 1, 0.0f);
2243 glTexCoord2f(0,texcoordheight);
2244 glVertex3f(-1, 1, 0.0f);
2248 if(drawmode==radialzoommode){
2250 //glRotatef((float)i*.1,0,0,1);
2251 glColor4f(1,1,1,1/((float)i+1));
2253 glScalef(1+(float)i*.01,1+(float)i*.01,1);
2256 glVertex3f(-1, -1, 0.0f);
2257 glTexCoord2f(texcoordwidth,0);
2258 glVertex3f(1, -1, 0.0f);
2259 glTexCoord2f(texcoordwidth,texcoordheight);
2260 glVertex3f(1, 1, 0.0f);
2261 glTexCoord2f(0,texcoordheight);
2262 glVertex3f(-1, 1, 0.0f);
2267 glDisable(GL_TEXTURE_2D);
2268 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2269 glPopMatrix(); // Restore The Old Projection Matrix
2270 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2271 glPopMatrix(); // Restore The Old Projection Matrix
2272 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
2273 glEnable(GL_CULL_FACE);
2274 glDisable(GL_BLEND);
2279 glEnable(GL_TEXTURE_2D);
2284 if(consoleselected>=60)offset=consoleselected-60;
2285 sprintf (string, " ]");
2286 text.glPrint(10,30,string,0,1,1024,768);
2288 sprintf (string, "_");
2289 text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
2292 for(j=0;j<consolechars[i];j++){
2293 glColor4f(1,1,1,1-(float)(i)/16);
2294 if(j<consolechars[i]){
2295 sprintf (string, "%c",consoletext[i][j]);
2296 text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
2304 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
2305 multiplier=tempmult;
2310 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2313 glDrawBuffer(GL_BACK);
2314 glReadBuffer(GL_BACK);
2315 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2316 ReSizeGLScene(90,.1f);
2319 temptexdetail=texdetail;
2320 if(texdetail>2)texdetail=2;
2321 if(mainmenu!=oldmainmenu&&oldmainmenu!=0){
2323 LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
2324 LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
2325 /*if(oldmainmenu==1||oldmainmenu==0){
2326 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2327 LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
2328 LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
2333 LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
2334 LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
2335 /*if(oldmainmenu==2||oldmainmenu==0){
2336 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2337 LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
2338 LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
2343 if(lastcheck>.5||oldmainmenu!=mainmenu){
2345 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
2346 //campaignnumlevels=0;
2347 //accountactive->getCampaignChoicesMade()=0;
2348 ipstream.ignore(256,':');
2349 ipstream >> campaignnumlevels;
2350 for(i=0;i<campaignnumlevels;i++){
2351 ipstream.ignore(256,':');
2352 ipstream.ignore(256,':');
2353 ipstream.ignore(256,' ');
2354 ipstream >> campaignmapname[i];
2355 ipstream.ignore(256,':');
2356 ipstream >> campaigndescription[i];
2358 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
2360 ipstream.ignore(256,':');
2361 ipstream >> campaignchoosenext[i];
2362 ipstream.ignore(256,':');
2363 ipstream >> campaignnumnext[i];
2364 if(campaignnumnext[i])
2365 for(j=0;j<campaignnumnext[i];j++){
2366 ipstream.ignore(256,':');
2367 ipstream >> campaignnextlevel[i][j];
2368 campaignnextlevel[i][j]-=1;
2370 ipstream.ignore(256,':');
2371 ipstream >> campaignlocationx[i];
2372 //campaignlocationx[i]-=30;
2373 ipstream.ignore(256,':');
2374 ipstream >> campaignlocationy[i];
2375 //campaignlocationy[i]+=30;
2379 for(i=0;i<campaignnumlevels;i++){
2381 levelhighlight[i]=0;
2386 if(accountactive->getCampaignChoicesMade())
2387 for(i=0;i<accountactive->getCampaignChoicesMade();i++){
2388 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
2389 levelvisible[levelorder[i+1]]=1;
2391 int whichlevelstart;
2392 whichlevelstart=accountactive->getCampaignChoicesMade()-1;
2393 if(whichlevelstart<0){
2394 accountactive->setCampaignScore(0);
2395 accountactive->resetFasttime();
2396 campaignchoicenum=1;
2397 campaignchoicewhich[0]=0;
2401 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
2402 if(campaignchoicenum==0){
2403 //if(accountactive->getCampaignFasttime()==0||accountcampaigntime[accountactive]<accountactive->getCampaignFasttime())accountactive->getCampaignFasttime()=accountcampaigntime[accountactive];
2405 if(campaignchoicenum)
2406 for(i=0;i<campaignchoicenum;i++){
2407 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
2408 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2409 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2422 texdetail=temptexdetail;
2424 /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
2426 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17||mainmenu==18){
2427 glClear(GL_DEPTH_BUFFER_BIT);
2428 glEnable(GL_ALPHA_TEST);
2429 glAlphaFunc(GL_GREATER, 0.001f);
2430 glEnable(GL_TEXTURE_2D);
2431 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2432 glDisable(GL_CULL_FACE);
2433 glDisable(GL_LIGHTING);
2435 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2436 glPushMatrix(); // Store The Projection Matrix
2437 glLoadIdentity(); // Reset The Projection Matrix
2438 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2439 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2440 glPushMatrix(); // Store The Modelview Matrix
2441 glLoadIdentity(); // Reset The Modelview Matrix
2442 glTranslatef(screenwidth/2,screenheight/2,0);
2444 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2445 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2446 glDisable(GL_BLEND);
2447 glColor4f(0,0,0,1.0);
2448 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2449 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2450 glDisable(GL_TEXTURE_2D);
2452 //glScalef(.25,.25,.25);
2455 glVertex3f(-1, -1, 0.0f);
2457 glVertex3f(1, -1, 0.0f);
2459 glVertex3f(1, 1, 0.0f);
2461 glVertex3f(-1, 1, 0.0f);
2465 glColor4f(0.4,0.4,0.4,1.0);
2466 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2467 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2468 glEnable(GL_TEXTURE_2D);
2469 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
2471 //glScalef(.25,.25,.25);
2474 glVertex3f(-1, -1, 0.0f);
2476 glVertex3f(1, -1, 0.0f);
2478 glVertex3f(1, 1, 0.0f);
2480 glVertex3f(-1, 1, 0.0f);
2485 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2487 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2491 if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
2492 else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
2495 endx[0]=startx[0]+strlen(menustring[0])*10;
2496 endy[0]=starty[0]+20;
2500 if(newdetail==2)sprintf (menustring[1], "Detail: High");
2501 else if(newdetail==1)sprintf (menustring[1], "Detail: Medium");
2502 else sprintf (menustring[1], "Detail: Low");
2505 endx[1]=startx[1]+strlen(menustring[1])*10;
2506 endy[1]=starty[1]+20;
2510 if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)");
2511 if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail");
2512 if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off");
2515 endx[2]=startx[2]+strlen(menustring[2])*10;
2516 endy[2]=starty[2]+20;
2520 if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane");
2521 if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult");
2522 if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier");
2523 startx[3]=10+20-1000;
2525 endx[3]=startx[3]+strlen(menustring[3])*10;
2526 endy[3]=starty[3]+20;
2530 if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
2531 if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
2534 endx[4]=startx[4]+strlen(menustring[4])*10;
2535 endy[4]=starty[4]+20;
2539 if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
2540 if(decals==0)sprintf (menustring[5], "Decals: Disabled");
2543 endx[5]=startx[5]+strlen(menustring[5])*10;
2544 endy[5]=starty[5]+20;
2548 if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
2549 if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
2552 endx[6]=startx[6]+strlen(menustring[6])*10;
2553 endy[6]=starty[6]+20;
2557 if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
2558 if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
2561 endx[9]=startx[9]+strlen(menustring[9])*10;
2562 endy[9]=starty[9]+20;
2566 sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
2569 endx[10]=startx[10]+strlen(menustring[10])*10;
2570 endy[10]=starty[10]+20;
2574 sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
2577 endx[11]=startx[11]+strlen(menustring[11])*10;
2578 endy[11]=starty[11]+20;
2582 sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
2585 endx[13]=startx[13]+strlen(menustring[13])*10;
2586 endy[13]=starty[13]+20;
2590 sprintf (menustring[7], "-Configure Controls-");
2593 endx[7]=startx[7]+strlen(menustring[7])*10;
2594 endy[7]=starty[7]+20;
2598 sprintf (menustring[12], "-Configure Stereo -");
2601 endx[12]=startx[12]+strlen(menustring[7])*10;
2602 endy[12]=starty[12]+20;
2606 if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
2607 else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
2609 endx[8]=startx[8]+strlen(menustring[8])*10;
2611 endy[8]=starty[8]+20;
2618 if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
2619 else sprintf (menustring[0], "Forwards: _");
2622 endx[0]=startx[0]+strlen(menustring[0])*10;
2623 endy[0]=starty[0]+20;
2627 if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
2628 else sprintf (menustring[1], "Back: _");
2631 endx[1]=startx[1]+strlen(menustring[1])*10;
2632 endy[1]=starty[1]+20;
2636 if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
2637 else sprintf (menustring[2], "Left: _");
2640 endx[2]=startx[2]+strlen(menustring[2])*10;
2641 endy[2]=starty[2]+20;
2645 if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
2646 else sprintf (menustring[3], "Right: _");
2649 endx[3]=startx[3]+strlen(menustring[3])*10;
2650 endy[3]=starty[3]+20;
2654 if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
2655 else sprintf (menustring[4], "Crouch: _");
2658 endx[4]=startx[4]+strlen(menustring[4])*10;
2659 endy[4]=starty[4]+20;
2663 if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
2664 else sprintf (menustring[5], "Jump: _");
2667 endx[5]=startx[5]+strlen(menustring[5])*10;
2668 endy[5]=starty[5]+20;
2672 if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
2673 else sprintf (menustring[6], "Draw: _");
2676 endx[6]=startx[6]+strlen(menustring[6])*10;
2677 endy[6]=starty[6]+20;
2681 if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
2682 else sprintf (menustring[7], "Throw: _");
2685 endx[7]=startx[7]+strlen(menustring[7])*10;
2686 endy[7]=starty[7]+20;
2690 if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
2691 else sprintf (menustring[8], "Attack: _");
2694 endx[8]=startx[8]+strlen(menustring[8])*10;
2695 endy[8]=starty[8]+20;
2701 sprintf (menustring[9], "Back");
2703 endx[9]=startx[9]+strlen(menustring[9])*10;
2705 endy[9]=starty[9]+20;
2710 nummenuitems=7+accountactive->getCampaignChoicesMade()+campaignchoicenum;
2712 sprintf (menustring[0], "%s",accountactive->getName());
2715 endx[0]=startx[0]+strlen(menustring[0])*10;
2716 endy[0]=starty[0]+20;
2720 sprintf (menustring[1], "Tutorial");
2723 endx[1]=startx[1]+strlen(menustring[1])*10;
2724 endy[1]=starty[1]+20;
2728 sprintf (menustring[2], "Challenge");
2731 endx[2]=startx[2]+strlen(menustring[2])*10;
2732 endy[2]=starty[2]+20;
2736 sprintf (menustring[3], "Delete User");
2739 endx[3]=startx[3]+strlen(menustring[3])*10;
2740 endy[3]=starty[3]+20;
2744 sprintf (menustring[4], "Main Menu");
2747 endx[4]=startx[4]+strlen(menustring[4])*10;
2748 endy[4]=starty[4]+20;
2752 sprintf (menustring[5], "Change User");
2754 endx[5]=startx[5]+strlen(menustring[5])*10;
2756 endy[5]=starty[5]+20;
2762 sprintf (menustring[6], "World");
2764 starty[6]=30+480-400-50;
2765 endx[6]=startx[6]+400;
2770 if(accountactive->getCampaignChoicesMade())
2771 for(i=0;i<accountactive->getCampaignChoicesMade();i++){
2772 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2773 startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
2774 starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
2775 endx[7+i]=startx[7+i]+10;
2776 endy[7+i]=starty[7+i]+10;
2781 if(campaignchoicenum>0)
2782 for(i=accountactive->getCampaignChoicesMade();i<accountactive->getCampaignChoicesMade()+campaignchoicenum;i++){
2783 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2784 startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]]*400/512;
2785 starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]])*400/512;
2786 endx[7+i]=startx[7+i]+10;
2787 endy[7+i]=starty[7+i]+10;
2792 /*sprintf (menustring[7], "Dot");
2793 startx[7]=120+260*400/512;
2794 starty[7]=30+(512-184)*400/512;
2795 endx[7]=startx[7]+10;
2796 endy[7]=starty[7]+10;
2800 sprintf (menustring[8], "Dot");
2801 startx[8]=120+129*400/512;
2802 starty[8]=30+(512-284)*400/512;
2803 endx[8]=startx[8]+10;
2804 endy[8]=starty[8]+10;
2808 sprintf (menustring[9], "Dot");
2809 startx[9]=120+358*400/512;
2810 starty[9]=30+(512-235)*400/512;
2811 endx[9]=startx[9]+10;
2812 endy[9]=starty[9]+10;
2816 sprintf (menustring[10], "Dot");
2817 startx[10]=120+359*400/512;
2818 starty[10]=30+(512-308)*400/512;
2819 endx[10]=startx[10]+10;
2820 endy[10]=starty[10]+10;
2824 sprintf (menustring[11], "Dot");
2825 startx[11]=120+288*400/512;
2826 starty[11]=30+(512-277)*400/512;
2827 endx[11]=startx[11]+10;
2828 endy[11]=starty[11]+10;
2836 sprintf (menustring[0], "Are you sure you want to delete this user?");
2839 endx[0]=startx[0]+strlen(menustring[0])*10;
2840 endy[0]=starty[0]+20;
2844 sprintf (menustring[1], "Yes");
2847 endx[1]=startx[1]+strlen(menustring[1])*10;
2848 endy[1]=starty[1]+20;
2852 sprintf (menustring[2], "No");
2855 endx[2]=startx[2]+strlen(menustring[2])*10;
2856 endy[2]=starty[2]+20;
2860 sprintf (menustring[3], "Extra 4");
2863 endx[3]=startx[3]+strlen(menustring[3])*10;
2864 endy[3]=starty[3]+20;
2868 sprintf (menustring[4], "Extra 5");
2871 endx[4]=startx[4]+strlen(menustring[4])*10;
2872 endy[4]=starty[4]+20;
2876 sprintf (menustring[5], "Back");
2878 endx[5]=startx[5]+strlen(menustring[5])*10;
2880 endy[5]=starty[5]+20;
2886 nummenuitems=Account::getNbAccounts()+2;
2890 if(Account::getNbAccounts()<8)
2891 sprintf (menustring[0], "New User");
2893 sprintf (menustring[0], "No More Users");
2896 endx[0]=startx[0]+strlen(menustring[0])*10;
2897 endy[0]=starty[0]+20;
2906 for(i=0;i<Account::getNbAccounts();i++){
2907 sprintf (menustring[num], "%s",Account::get(i)->getName());
2909 starty[num]=360-20-20*num;
2910 endx[num]=startx[num]+strlen(menustring[num])*10;
2911 endy[num]=starty[num]+20;
2918 sprintf (menustring[num], "Back");
2920 endx[num]=startx[num]+strlen(menustring[num])*10;
2922 endy[num]=starty[num]+20;
2929 sprintf (menustring[0], "Easier");
2932 endx[0]=startx[0]+strlen(menustring[0])*10;
2933 endy[0]=starty[0]+20;
2937 sprintf (menustring[1], "Difficult");
2940 endx[1]=startx[1]+strlen(menustring[1])*10;
2941 endy[1]=starty[1]+20;
2945 sprintf (menustring[2], "Insane");
2948 endx[2]=startx[2]+strlen(menustring[2])*10;
2949 endy[2]=starty[2]+20;
2955 //tempncl=numchallengelevels;
2956 //numchallengelevels=9;
2957 nummenuitems=2+numchallengelevels;
2960 for(j=0;j<numchallengelevels;j++){
2961 for(i=0;i<255;i++)menustring[j][i]='\0';
2962 sprintf (temp, "Level %d",j+1);
2963 strcpy(menustring[j],temp);
2964 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2965 menustring[j][17]='\0';
2966 sprintf (temp, "%d",(int)accountactive->getHighScore(j));
2967 strcat(menustring[j],temp);
2968 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2969 menustring[j][32]='\0';
2970 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
2971 strcat(menustring[j],temp);
2972 if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
2973 sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
2974 strcat(menustring[j],temp);
2978 endx[j]=startx[j]+strlen(menustring[j])*10;
2979 endy[j]=starty[j]+20;
2984 sprintf (menustring[numchallengelevels], "Back");
2985 startx[numchallengelevels]=10;
2986 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
2987 starty[numchallengelevels]=10;
2988 endy[numchallengelevels]=starty[numchallengelevels]+20;
2989 movex[numchallengelevels]=0;
2990 movey[numchallengelevels]=0;
2992 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2993 startx[numchallengelevels+1]=10;
2994 starty[numchallengelevels+1]=440;
2995 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
2996 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
2997 movex[numchallengelevels+1]=0;
2998 movey[numchallengelevels+1]=0;
3000 //numchallengelevels=tempncl;
3004 nummenuitems=2+numchallengelevels;
3007 for(j=0;j<numchallengelevels;j++){
3008 for(i=0;i<255;i++)menustring[j][i]='\0';
3009 sprintf (temp, "Level %d",j+1);
3010 strcpy(menustring[j],temp);
3011 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
3012 menustring[j][17]='\0';
3013 sprintf (temp, "%d",(int)accountactive->getHighScore(j));
3014 strcat(menustring[j],temp);
3015 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
3016 menustring[j][32]='\0';
3017 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
3018 strcat(menustring[j],temp);
3019 if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
3020 sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
3021 strcat(menustring[j],temp);
3025 endx[j]=startx[j]+strlen(menustring[j])*10;
3026 endy[j]=starty[j]+20;
3031 sprintf (menustring[numchallengelevels], "Back");
3032 startx[numchallengelevels]=10;
3033 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
3034 starty[numchallengelevels]=10;
3035 endy[numchallengelevels]=starty[numchallengelevels]+20;
3036 movex[numchallengelevels]=0;
3037 movey[numchallengelevels]=0;
3039 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
3040 startx[numchallengelevels+1]=10;
3041 starty[numchallengelevels+1]=400;
3042 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
3043 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
3044 movex[numchallengelevels+1]=0;
3045 movey[numchallengelevels+1]=0;
3052 sprintf (menustring[0], "Congratulations!");
3055 endx[0]=startx[0]+strlen(menustring[0])*10;
3056 endy[0]=starty[0]+20;
3060 sprintf (menustring[1], "You have avenged your family and");
3063 endx[1]=startx[1]+strlen(menustring[1])*10;
3064 endy[1]=starty[1]+20;
3068 sprintf (menustring[2], "restored peace to the island of Lugaru.");
3071 endx[2]=startx[2]+strlen(menustring[2])*10;
3072 endy[2]=starty[2]+20;
3076 sprintf (menustring[3], "Back");
3078 endx[3]=startx[3]+strlen(menustring[3])*10;
3080 endy[3]=starty[3]+20;
3084 for(i=0;i<255;i++)menustring[4][i]='\0';
3085 sprintf (temp, "Your score:");
3086 strcpy(menustring[4],temp);
3087 for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
3088 menustring[4][20]='\0';
3089 sprintf (temp, "%d",(int)accountactive->getCampaignScore());
3090 strcat(menustring[4],temp);
3092 endx[4]=startx[4]+strlen(menustring[4])*10;
3094 endy[4]=starty[4]+20;
3098 for(i=0;i<255;i++)menustring[5][i]='\0';
3099 sprintf (temp, "Your time:");
3100 strcpy(menustring[5],temp);
3101 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
3102 menustring[5][20]='\0';
3103 sprintf (temp, "%d",(int)accountcampaigntime[accountactive]);
3104 strcat(menustring[5],temp);
3106 endx[5]=startx[5]+strlen(menustring[5])*10;
3108 endy[5]=starty[5]+20;
3112 for(i=0;i<255;i++)menustring[5][i]='\0';
3113 sprintf (temp, "Highest score:");
3114 strcpy(menustring[5],temp);
3115 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
3116 menustring[5][20]='\0';
3117 sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
3118 strcat(menustring[5],temp);
3120 endx[5]=startx[5]+strlen(menustring[5])*10;
3122 endy[5]=starty[5]+20;
3126 for(i=0;i<255;i++)menustring[7][i]='\0';
3127 sprintf (temp, "Lowest time:");
3128 strcpy(menustring[7],temp);
3129 for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
3130 menustring[7][20]='\0';
3131 sprintf (temp, "%d",(int)accountactive->getCampaignFasttime());
3132 strcat(menustring[7],temp);
3134 endx[7]=startx[7]+strlen(menustring[7])*10;
3136 endy[7]=starty[7]+20;
3142 sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
3145 endx[0]=startx[0]+strlen(menustring[0])*10;
3146 endy[0]=starty[0]+20;
3150 sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
3153 endx[1]=startx[1]+strlen(menustring[1])*10;
3154 endy[1]=starty[1]+20;
3158 sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
3161 endx[2]=startx[2]+strlen(menustring[2])*10;
3162 endy[2]=starty[2]+20;
3166 sprintf (menustring[3], "Back");
3168 endx[3]=startx[3]+strlen(menustring[3])*10;
3170 endy[3]=starty[3]+20;
3180 sprintf (menustring[0], "Please enter your name:");
3183 endx[0]=startx[0]+strlen(menustring[0])*10;
3184 endy[0]=starty[0]+20;
3188 sprintf (menustring[1], "Please enter your name:");
3191 endx[1]=startx[1]+strlen(menustring[1])*10;
3192 endy[1]=starty[1]+20;
3196 if(mainmenu==1||mainmenu==2){
3206 starty[1]=480-152-32;
3213 starty[2]=480-228-32;
3221 starty[3]=480-306-32;
3230 starty[3]=480-306-32;
3244 starty[4]=480-140-256;
3251 starty[5]=480-138-256;
3258 starty[6]=480-144-256;
3266 starty[4]=480-140-256;
3273 starty[5]=480-138-256;
3280 starty[6]=480-144-256;
3288 starty[4]=480-140-256;
3295 starty[5]=480-150-256;
3302 starty[6]=480-144-256;
3310 starty[4]=480-140-256;
3317 starty[5]=480-150-256;
3324 starty[6]=480-144-256;
3332 starty[4]=480-100-256;
3339 starty[5]=480-120-256;
3346 starty[6]=480-144-256;
3356 if(mainmenu==1||mainmenu==2)
3358 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3363 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
3364 for(i=0;i<nummenuitems;i++){
3365 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3366 if(mainmenu!=5)selected=i;
3367 if(mainmenu==5&&(i!=0&&i!=6))selected=i;
3368 if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
3369 if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
3374 for(i=0;i<nummenuitems;i++){
3375 if(selected==i)selectedlong[i]+=multiplier*5;
3376 if(selectedlong[i]>1)selectedlong[i]=1;
3377 if(selected!=i)selectedlong[i]-=multiplier*5;
3378 if(selectedlong[i]<0)selectedlong[i]=0;
3379 //if(i>=4)selectedlong[i]=.3;
3380 if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0;
3384 for(i=0;i<nummenuitems;i++){
3385 offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
3386 offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
3391 if(i>=4&&(mainmenu==1||mainmenu==2)){
3392 offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
3393 offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
3399 if(mainmenu==1||mainmenu==2){
3400 glClear(GL_DEPTH_BUFFER_BIT);
3401 glEnable(GL_ALPHA_TEST);
3402 glAlphaFunc(GL_GREATER, 0.001f);
3403 glEnable(GL_TEXTURE_2D);
3404 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3405 glDisable(GL_CULL_FACE);
3406 glDisable(GL_LIGHTING);
3408 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3409 glPushMatrix(); // Store The Projection Matrix
3410 glLoadIdentity(); // Reset The Projection Matrix
3411 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3412 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3413 glPushMatrix(); // Store The Modelview Matrix
3414 glLoadIdentity(); // Reset The Modelview Matrix
3415 glTranslatef(screenwidth/2,screenheight/2,0);
3417 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3418 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3419 glDisable(GL_BLEND);
3420 glColor4f(0,0,0,1.0);
3421 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3422 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3423 glDisable(GL_TEXTURE_2D);
3425 //glScalef(.25,.25,.25);
3428 glVertex3f(-1, -1, 0.0f);
3430 glVertex3f(1, -1, 0.0f);
3432 glVertex3f(1, 1, 0.0f);
3434 glVertex3f(-1, 1, 0.0f);
3438 glColor4f(0.4,0.4,0.4,1.0);
3439 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3440 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3441 glEnable(GL_TEXTURE_2D);
3442 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
3444 //glScalef(.25,.25,.25);
3447 glVertex3f(-1, -1, 0.0f);
3449 glVertex3f(1, -1, 0.0f);
3451 glVertex3f(1, 1, 0.0f);
3453 glVertex3f(-1, 1, 0.0f);
3458 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3461 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3462 glPushMatrix(); // Store The Projection Matrix
3463 glLoadIdentity(); // Reset The Projection Matrix
3464 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3465 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3466 glPushMatrix(); // Store The Modelview Matrix
3467 glLoadIdentity(); // Reset The Modelview Matrix
3469 glDisable(GL_TEXTURE_2D);
3474 if(anim!=1)glVertex3f(190, 150, 0.0f);
3475 if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f);
3477 glVertex3f(640, 150, 0.0f);
3479 glVertex3f(640, 336, 0.0f);
3481 if(anim!=1)glVertex3f(190, 336, 0.0f);
3482 if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f);
3487 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3489 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3493 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3494 glPushMatrix(); // Store The Projection Matrix
3495 glLoadIdentity(); // Reset The Projection Matrix
3496 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3497 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3498 glPushMatrix(); // Store The Modelview Matrix
3499 glLoadIdentity(); // Reset The Modelview Matrix
3500 glEnable(GL_TEXTURE_2D);
3503 for(j=0;j<nummenuitems;j++)
3505 if(j<=3||(mainmenu!=1&&mainmenu!=2))
3507 //glDisable(GL_BLEND);
3508 glEnable(GL_ALPHA_TEST);
3510 //glDisable(GL_ALPHA_TEST);
3511 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3512 if(mainmenu==1||mainmenu==2)
3515 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3516 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
3517 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3518 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3519 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3523 glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3525 glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3527 glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3529 glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3533 //glDisable(GL_ALPHA_TEST);
3534 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3537 if(1-((float)i)/10-(1-selectedlong[j])>0)
3539 glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3540 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3544 glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3546 glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3548 glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3550 glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3556 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
3558 if(mainmenu!=5||j<6)
3561 if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3562 if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3563 //if(1-((float)i)/10-(1-selectedlong[j])>0){
3564 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3566 if(mainmenu!=7||j!=0||!entername)
3567 text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
3571 sprintf (string, "_");
3572 text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
3574 for(l=0;l<displaychars[0];l++){
3575 sprintf (string, "%c",displaytext[0][l]);
3576 text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
3581 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3584 if(1-((float)i)/15-(1-selectedlong[j])>0)
3586 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3587 if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3588 if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3589 if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3590 if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3591 if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3592 if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3593 if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3594 if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3595 if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3596 if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3597 if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3598 if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3599 if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3600 if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3603 sprintf (string, "_");
3604 text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4+(float)(displayselected)*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
3607 for(l=0;l<displaychars[k];l++){
3608 if(l<displaychars[k]){
3609 sprintf (string, "%c",displaytext[k][l]);
3610 text.glPrint(startx[j]-((float)k)+offsetx[j]*((float)k)/4+l*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
3619 glClear(GL_DEPTH_BUFFER_BIT);
3620 glEnable(GL_ALPHA_TEST);
3621 glAlphaFunc(GL_GREATER, 0.001f);
3622 glEnable(GL_TEXTURE_2D);
3623 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3624 glDisable(GL_CULL_FACE);
3625 glDisable(GL_LIGHTING);
3626 if(j==6)glColor4f(1,1,1,1);
3627 else glColor4f(1,0,0,1);
3629 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3630 glPushMatrix(); // Store The Projection Matrix
3631 glLoadIdentity(); // Reset The Projection Matrix
3632 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3633 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3634 glPushMatrix(); // Store The Modelview Matrix
3635 glLoadIdentity(); // Reset The Modelview Matrix
3638 //Draw world, draw map
3639 glTranslatef(2,-5,0);
3641 if(j>6&&j<nummenuitems-1)
3643 XYZ linestart,lineend,offset;
3650 //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
3651 linestart.x=(startx[j]+endx[j])/2;
3652 linestart.y=(starty[j]+endy[j])/2;
3653 if(j>=6+accountactive->getCampaignChoicesMade()){
3654 linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
3655 linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
3657 lineend.x=(startx[j+1]+endx[j+1])/2;
3658 lineend.y=(starty[j+1]+endy[j+1])/2;
3659 offset=lineend-linestart;
3662 offset=DoRotation(offset,0,0,90);
3664 glDisable(GL_TEXTURE_2D);
3666 if(j<6+accountactive->getCampaignChoicesMade()){
3667 glColor4f(0.5,0,0,1);
3671 if(j>=6+accountactive->getCampaignChoicesMade()){
3677 linestart+=fac*4*startsize;
3678 lineend-=fac*4*endsize;
3680 if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
3681 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3685 glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
3687 glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
3689 glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
3691 glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
3695 glEnable(GL_TEXTURE_2D);
3699 if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
3700 else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
3701 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3702 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3703 if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
3704 if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
3705 if(j==6)glColor4f(1,1,1,1);
3708 itemsize=abs(startx[j]-endx[j])/2;
3710 midpoint.x=(startx[j]+endx[j])/2;
3711 midpoint.y=(starty[j]+endy[j])/2;
3712 if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
3713 if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
3715 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3719 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3721 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3723 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3725 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3729 //glDisable(GL_ALPHA_TEST);
3730 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3733 if(1-((float)i)/10-(1-selectedlong[j])>0)
3735 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3736 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3740 glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3742 glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3744 glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3746 glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
3754 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3756 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3758 if(j-7>=accountactive->getCampaignChoicesMade()){
3759 //glColor4f(0,0,0,1);
3760 //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
3761 //glColor4f(1,0,0,1);
3762 //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
3763 text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
3764 glDisable(GL_DEPTH_TEST);
3771 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3773 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3776 if(mainmenu==1||mainmenu==2)
3777 if(transition<.1||transition>.9){
3778 glClear(GL_DEPTH_BUFFER_BIT);
3779 glEnable(GL_ALPHA_TEST);
3780 glAlphaFunc(GL_GREATER, 0.001f);
3781 glEnable(GL_TEXTURE_2D);
3782 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3783 glDisable(GL_CULL_FACE);
3784 glDisable(GL_LIGHTING);
3786 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3787 glPushMatrix(); // Store The Projection Matrix
3788 glLoadIdentity(); // Reset The Projection Matrix
3789 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3790 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3791 glPushMatrix(); // Store The Modelview Matrix
3792 glLoadIdentity(); // Reset The Modelview Matrix
3794 glDisable(GL_TEXTURE_2D);
3795 if(transition<.1)glColor4f(1,0,0,1-(transition*10));
3796 if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10));
3800 glVertex3f(190, 150, 0.0f);
3802 glVertex3f(640, 150, 0.0f);
3804 glVertex3f(640, 336, 0.0f);
3806 glVertex3f(190, 336, 0.0f);
3811 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3815 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3816 glPushMatrix(); // Store The Projection Matrix
3817 glLoadIdentity(); // Reset The Projection Matrix
3818 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3819 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3820 glPushMatrix(); // Store The Modelview Matrix
3821 glLoadIdentity(); // Reset The Modelview Matrix
3822 glTranslatef(screenwidth/2,screenheight/2,0);
3824 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3825 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3827 glEnable(GL_TEXTURE_2D);
3829 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3830 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3832 if(!waiting) { // hide the cursor while waiting for a key
3834 glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
3835 glScalef((float)screenwidth/64,(float)screenwidth/64,1);
3836 glTranslatef(1,-1,0);
3837 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3839 glBindTexture( GL_TEXTURE_2D, cursortexture);
3841 //glScalef(.25,.25,.25);
3844 glVertex3f(-1, -1, 0.0f);
3846 glVertex3f(1, -1, 0.0f);
3848 glVertex3f(1, 1, 0.0f);
3850 glVertex3f(-1, 1, 0.0f);
3856 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3862 //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
3863 if(flashamount>1)flashamount=1;
3864 if(flashdelay<=0)flashamount-=multiplier;
3866 if(flashamount<0)flashamount=0;
3867 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3868 glDisable(GL_CULL_FACE);
3869 glDisable(GL_LIGHTING);
3870 glDisable(GL_TEXTURE_2D);
3872 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3873 glPushMatrix(); // Store The Projection Matrix
3874 glLoadIdentity(); // Reset The Projection Matrix
3875 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3876 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3877 glPushMatrix(); // Store The Modelview Matrix
3878 glLoadIdentity(); // Reset The Modelview Matrix
3879 glScalef(screenwidth,screenheight,1);
3880 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3882 glColor4f(flashr,flashg,flashb,flashamount);
3884 glVertex3f(0, 0, 0.0f);
3885 glVertex3f(256, 0, 0.0f);
3886 glVertex3f(256, 256, 0.0f);
3887 glVertex3f(0, 256, 0.0f);
3889 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3890 glPopMatrix(); // Restore The Old Projection Matrix
3891 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3892 glPopMatrix(); // Restore The Old Projection Matrix
3893 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
3894 glEnable(GL_CULL_FACE);
3895 glDisable(GL_BLEND);
3900 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
3901 tempmult=multiplier;
3906 if ( side == stereoRight || side == stereoCenter ) {
3907 if(drawmode!=motionblurmode||mainmenu){
3912 //myassert(glGetError() == GL_NO_ERROR);
3913 glDrawBuffer(GL_BACK);
3914 glReadBuffer(GL_BACK);
3919 if(drawtoggle==2)drawtoggle=0;
3921 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
3922 multiplier=tempmult;
3924 //Jordan fixed your warning!