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);
1578 glRotatef(player[0].lookrotation*-1+180,0,0,1);
1579 glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
1580 for(i=0;i<objects.numobjects;i++){
1581 if(objects.type[i]==treetrunktype){
1582 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1583 if(distcheck<mapviewdist){
1584 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1585 glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
1587 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1588 glRotatef(objects.rotation[i],0,0,1);
1589 glScalef(.003,.003,.003);
1592 glVertex3f(-1, -1, 0.0f);
1594 glVertex3f(1, -1, 0.0f);
1596 glVertex3f(1, 1, 0.0f);
1598 glVertex3f(-1, 1, 0.0f);
1603 if(objects.type[i]==boxtype){
1604 distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1605 if(distcheck<mapviewdist){
1606 glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
1607 glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
1609 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1610 glRotatef(objects.rotation[i],0,0,1);
1611 glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
1614 glVertex3f(-1, -1, 0.0f);
1616 glVertex3f(1, -1, 0.0f);
1618 glVertex3f(1, 1, 0.0f);
1620 glVertex3f(-1, 1, 0.0f);
1627 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1628 for(i=0;i<numboundaries;i++){
1629 glColor4f(0,0,0,opac/3);
1631 glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
1632 glScalef(.002,.002,.002);
1635 glVertex3f(-1, -1, 0.0f);
1637 glVertex3f(1, -1, 0.0f);
1639 glVertex3f(1, 1, 0.0f);
1641 glVertex3f(-1, 1, 0.0f);
1646 for(i=0;i<numplayers;i++){
1647 distcheck=findDistancefast(&player[0].coords,&player[i].coords);
1648 if(distcheck<mapviewdist){
1650 glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
1651 if(i==0)glColor4f(1,1,1,opac);
1652 else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
1653 else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
1654 else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
1655 else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
1656 else glColor4f(1,1,0,1);
1657 glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
1658 glRotatef(player[i].rotation+180,0,0,1);
1659 glScalef(.005,.005,.005);
1662 glVertex3f(-1, -1, 0.0f);
1664 glVertex3f(1, -1, 0.0f);
1666 glVertex3f(1, 1, 0.0f);
1668 glVertex3f(-1, 1, 0.0f);
1674 glDisable(GL_TEXTURE_2D);
1675 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1676 glPopMatrix(); // Restore The Old Projection Matrix
1677 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1678 glPopMatrix(); // Restore The Old Projection Matrix
1679 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1680 glEnable(GL_CULL_FACE);
1681 glDisable(GL_BLEND);
1685 if(loading&&!stealthloading&&(!campaign||player[0].dead)){
1686 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1687 glDisable(GL_CULL_FACE);
1688 glDisable(GL_LIGHTING);
1689 glDisable(GL_TEXTURE_2D);
1691 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1692 glPushMatrix(); // Store The Projection Matrix
1693 glLoadIdentity(); // Reset The Projection Matrix
1694 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1695 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1696 glPushMatrix(); // Store The Modelview Matrix
1697 glLoadIdentity(); // Reset The Modelview Matrix
1698 glScalef(screenwidth,screenheight,1);
1699 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1701 glColor4f(0,0,0,.7);
1703 glVertex3f(0, 0, 0.0f);
1704 glVertex3f(256, 0, 0.0f);
1705 glVertex3f(256, 256, 0.0f);
1706 glVertex3f(0, 256, 0.0f);
1708 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1709 glPopMatrix(); // Restore The Old Projection Matrix
1710 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1711 glPopMatrix(); // Restore The Old Projection Matrix
1712 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1713 glEnable(GL_CULL_FACE);
1714 glDisable(GL_BLEND);
1718 glDisable(GL_DEPTH_TEST);
1719 glColor3f (1.0, 1.0, 1.0); // no coloring
1721 glEnable(GL_TEXTURE_2D);
1726 glEnable(GL_TEXTURE_2D);
1728 sprintf (string, "Loading...");
1729 text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
1732 //if(ismotionblur)drawmode=motionblurmode;
1733 drawmode=normalmode;
1736 if(winfreeze&&!campaign){
1737 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1738 glDisable(GL_CULL_FACE);
1739 glDisable(GL_LIGHTING);
1740 glDisable(GL_TEXTURE_2D);
1742 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1743 glPushMatrix(); // Store The Projection Matrix
1744 glLoadIdentity(); // Reset The Projection Matrix
1745 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1746 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1747 glPushMatrix(); // Store The Modelview Matrix
1748 glLoadIdentity(); // Reset The Modelview Matrix
1749 glScalef(screenwidth,screenheight,1);
1750 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1752 glColor4f(0,0,0,.4);
1754 glVertex3f(0, 0, 0.0f);
1755 glVertex3f(256, 0, 0.0f);
1756 glVertex3f(256, 256, 0.0f);
1757 glVertex3f(0, 256, 0.0f);
1759 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1760 glPopMatrix(); // Restore The Old Projection Matrix
1761 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1762 glPopMatrix(); // Restore The Old Projection Matrix
1763 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
1764 glEnable(GL_CULL_FACE);
1765 glDisable(GL_BLEND);
1769 glDisable(GL_DEPTH_TEST);
1770 glColor3f (1.0, 1.0, 1.0); // no coloring
1772 glEnable(GL_TEXTURE_2D);
1779 if(damagetaken==0&&player[0].bloodloss==0){
1780 awards[numawards]=awardflawless;
1785 for(i=1;i<numplayers;i++){
1786 if(player[i].dead!=2)alldead=0;
1789 awards[numawards]=awardalldead;
1793 for(i=1;i<numplayers;i++){
1794 if(player[i].dead!=1)alldead=0;
1797 awards[numawards]=awardnodead;
1800 if(numresponded==0&&!numthrowkill){
1801 awards[numawards]=awardstealth;
1804 if(numattacks==numstaffattack&&numattacks>0){
1805 awards[numawards]=awardbojutsu;
1808 if(numattacks==numswordattack&&numattacks>0){
1809 awards[numawards]=awardswordsman;
1812 if(numattacks==numknifeattack&&numattacks>0){
1813 awards[numawards]=awardknifefighter;
1816 if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
1817 awards[numawards]=awardkungfu;
1821 awards[numawards]=awardevasion;
1824 if(numflipfail==0&&numflipped+numwallflipped*2>20){
1825 awards[numawards]=awardacrobat;
1828 if(numthrowkill==numplayers-1){
1829 awards[numawards]=awardlongrange;
1833 for(i=1;i<numplayers;i++){
1834 if(player[i].dead!=2)alldead=0;
1836 if(numafterkill>0&&alldead){
1837 awards[numawards]=awardbrutal;
1840 if(numreversals>((float)numattacks)*.8&&numreversals>3){
1841 awards[numawards]=awardaikido;
1844 if(maxalarmed==1&&numplayers>2){
1845 awards[numawards]=awardstrategy;
1849 awards[numawards]=awardklutz;
1854 //Win Screen Won Victory
1856 glEnable(GL_TEXTURE_2D);
1858 sprintf (string, "Level Cleared!");
1859 text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
1861 sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
1862 text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
1864 if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue");
1865 if(campaign)sprintf (string, "Press Escape or Space to continue");
1866 text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
1870 for(i=0;i<255;i++)string[i]='\0';
1871 sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
1872 strcat(string,temp);
1873 if((int)(leveltime)%60<10)strcat(string,"0");
1874 sprintf (temp, "%d",(int)(leveltime)%60);
1875 strcat(string,temp);
1876 text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
1878 for(i=0;i<numawards;i++){
1880 if(awards[i]==awardklutz)sprintf (string, "Suicidal");
1881 if(awards[i]==awardflawless)sprintf (string, "Flawless!");
1882 if(awards[i]==awardalldead)sprintf (string, "Take no prisoners");
1883 if(awards[i]==awardnodead)sprintf (string, "Merciful");
1884 if(awards[i]==awardstealth)sprintf (string, "One with the shadows!");
1885 if(awards[i]==awardswordsman)sprintf (string, "Swordsman");
1886 if(awards[i]==awardkungfu)sprintf (string, "Unarmed!");
1887 if(awards[i]==awardknifefighter)sprintf (string, "Knife fighter");
1888 if(awards[i]==awardcoward)sprintf (string, "Coward");
1889 if(awards[i]==awardevasion)sprintf (string, "Escape artist");
1890 if(awards[i]==awardacrobat)sprintf (string, "Gymnast");
1891 if(awards[i]==awardlongrange)sprintf (string, "Blade slinger");
1892 if(awards[i]==awardbrutal)sprintf (string, "Brutal");
1893 if(awards[i]==awardhyper)sprintf (string, "Hyper");
1894 if(awards[i]==awardaikido)sprintf (string, "Aikido master!");
1895 if(awards[i]==awardrambo)sprintf (string, "Rambo");
1896 if(awards[i]==awardfast)sprintf (string, "Fast");
1897 if(awards[i]==awardrealfast)sprintf (string, "Real fast");
1898 if(awards[i]==awarddamnfast)sprintf (string, "Damn fast");
1899 if(awards[i]==awardstrategy)sprintf (string, "Divide and conquer");
1900 if(awards[i]==awardbojutsu)sprintf (string, "Bojutsu");
1901 text.glPrintOutlined(1024/30,768*6/8-90-40*i,string,1,2,1024,768);
1905 //drawmode=normalmode;
1908 if(drawmode!=normalmode){
1909 glEnable(GL_TEXTURE_2D);
1911 if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
1914 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1915 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1916 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1917 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1918 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1919 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1920 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1922 glBindTexture( GL_TEXTURE_2D, screentexture);
1923 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1926 if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
1928 glBindTexture( GL_TEXTURE_2D, screentexture2);
1929 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1931 if(!screentexture2){
1932 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1934 glGenTextures( 1, &screentexture2 );
1935 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1937 glEnable(GL_TEXTURE_2D);
1938 glBindTexture( GL_TEXTURE_2D, screentexture2);
1939 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1940 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1942 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1948 glClear(GL_DEPTH_BUFFER_BIT);
1949 ReSizeGLScene(90,.1f);
1950 glViewport(0,0,screenwidth,screenheight);
1952 if(drawmode!=normalmode){
1953 glDisable(GL_DEPTH_TEST);
1954 if(drawmode==motionblurmode){
1955 glDrawBuffer(GL_FRONT);
1956 glReadBuffer(GL_BACK);
1957 //myassert(glGetError() == GL_NO_ERROR);
1960 glColor3f (1.0, 1.0, 1.0); // no coloring
1962 glEnable(GL_TEXTURE_2D);
1963 glBindTexture( GL_TEXTURE_2D, screentexture);
1964 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1965 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1966 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
1967 glDisable(GL_CULL_FACE);
1968 glDisable(GL_LIGHTING);
1970 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
1971 glPushMatrix(); // Store The Projection Matrix
1972 glLoadIdentity(); // Reset The Projection Matrix
1973 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
1974 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1975 glPushMatrix(); // Store The Modelview Matrix
1976 glLoadIdentity(); // Reset The Modelview Matrix
1977 glScalef((float)screenwidth/2,(float)screenheight/2,1);
1978 glTranslatef(1,1,0);
1979 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1981 if(drawmode==motionblurmode){
1982 if(motionbluramount<.2)motionbluramount=.2;
1983 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
1984 glColor4f(1,1,1,motionbluramount);
1988 glVertex3f(-1, -1, 0.0f);
1989 glTexCoord2f(texcoordwidth,0);
1990 glVertex3f(1, -1, 0.0f);
1991 glTexCoord2f(texcoordwidth,texcoordheight);
1992 glVertex3f(1, 1, 0.0f);
1993 glTexCoord2f(0,texcoordheight);
1994 glVertex3f(-1, 1, 0.0f);
1998 if(drawmode==realmotionblurmode){
1999 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2000 glClear(GL_COLOR_BUFFER_BIT);
2001 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2002 glBindTexture( GL_TEXTURE_2D, screentexture);
2003 glColor4f(1,1,1,.5);
2007 glVertex3f(-1, -1, 0.0f);
2008 glTexCoord2f(texcoordwidth,0);
2009 glVertex3f(1, -1, 0.0f);
2010 glTexCoord2f(texcoordwidth,texcoordheight);
2011 glVertex3f(1, 1, 0.0f);
2012 glTexCoord2f(0,texcoordheight);
2013 glVertex3f(-1, 1, 0.0f);
2016 glBindTexture( GL_TEXTURE_2D, screentexture2);
2017 glColor4f(1,1,1,.5);
2021 glVertex3f(-1, -1, 0.0f);
2022 glTexCoord2f(texcoordwidth,0);
2023 glVertex3f(1, -1, 0.0f);
2024 glTexCoord2f(texcoordwidth,texcoordheight);
2025 glVertex3f(1, 1, 0.0f);
2026 glTexCoord2f(0,texcoordheight);
2027 glVertex3f(-1, 1, 0.0f);
2030 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2032 if(drawmode==doublevisionmode){
2033 static float crosseyedness;
2034 crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
2035 if(crosseyedness>1)crosseyedness=1;
2036 if(crosseyedness<0)crosseyedness=0;
2038 glDisable(GL_BLEND);
2043 glVertex3f(-1, -1, 0.0f);
2044 glTexCoord2f(texcoordwidth,0);
2045 glVertex3f(1, -1, 0.0f);
2046 glTexCoord2f(texcoordwidth,texcoordheight);
2047 glVertex3f(1, 1, 0.0f);
2048 glTexCoord2f(0,texcoordheight);
2049 glVertex3f(-1, 1, 0.0f);
2053 glColor4f(1,1,1,.5);
2056 glTranslatef(.015*crosseyedness,0,0);
2060 glVertex3f(-1, -1, 0.0f);
2061 glTexCoord2f(texcoordwidth,0);
2062 glVertex3f(1, -1, 0.0f);
2063 glTexCoord2f(texcoordwidth,texcoordheight);
2064 glVertex3f(1, 1, 0.0f);
2065 glTexCoord2f(0,texcoordheight);
2066 glVertex3f(-1, 1, 0.0f);
2071 if(drawmode==glowmode){
2072 glColor4f(.5,.5,.5,.5);
2074 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2076 glTranslatef(.01,0,0);
2079 glVertex3f(-1, -1, 0.0f);
2080 glTexCoord2f(texcoordwidth,0);
2081 glVertex3f(1, -1, 0.0f);
2082 glTexCoord2f(texcoordwidth,texcoordheight);
2083 glVertex3f(1, 1, 0.0f);
2084 glTexCoord2f(0,texcoordheight);
2085 glVertex3f(-1, 1, 0.0f);
2089 glTranslatef(-.01,0,0);
2092 glVertex3f(-1, -1, 0.0f);
2093 glTexCoord2f(texcoordwidth,0);
2094 glVertex3f(1, -1, 0.0f);
2095 glTexCoord2f(texcoordwidth,texcoordheight);
2096 glVertex3f(1, 1, 0.0f);
2097 glTexCoord2f(0,texcoordheight);
2098 glVertex3f(-1, 1, 0.0f);
2102 glTranslatef(.0,.01,0);
2105 glVertex3f(-1, -1, 0.0f);
2106 glTexCoord2f(texcoordwidth,0);
2107 glVertex3f(1, -1, 0.0f);
2108 glTexCoord2f(texcoordwidth,texcoordheight);
2109 glVertex3f(1, 1, 0.0f);
2110 glTexCoord2f(0,texcoordheight);
2111 glVertex3f(-1, 1, 0.0f);
2115 glTranslatef(0,-.01,0);
2118 glVertex3f(-1, -1, 0.0f);
2119 glTexCoord2f(texcoordwidth,0);
2120 glVertex3f(1, -1, 0.0f);
2121 glTexCoord2f(texcoordwidth,texcoordheight);
2122 glVertex3f(1, 1, 0.0f);
2123 glTexCoord2f(0,texcoordheight);
2124 glVertex3f(-1, 1, 0.0f);
2128 if(drawmode==radialzoommode){
2130 //glRotatef((float)i*.1,0,0,1);
2131 glColor4f(1,1,1,1/((float)i+1));
2133 glScalef(1+(float)i*.01,1+(float)i*.01,1);
2136 glVertex3f(-1, -1, 0.0f);
2137 glTexCoord2f(texcoordwidth,0);
2138 glVertex3f(1, -1, 0.0f);
2139 glTexCoord2f(texcoordwidth,texcoordheight);
2140 glVertex3f(1, 1, 0.0f);
2141 glTexCoord2f(0,texcoordheight);
2142 glVertex3f(-1, 1, 0.0f);
2147 glDisable(GL_TEXTURE_2D);
2148 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2149 glPopMatrix(); // Restore The Old Projection Matrix
2150 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2151 glPopMatrix(); // Restore The Old Projection Matrix
2152 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
2153 glEnable(GL_CULL_FACE);
2154 glDisable(GL_BLEND);
2159 glEnable(GL_TEXTURE_2D);
2164 if(consoleselected>=60)offset=consoleselected-60;
2165 sprintf (string, " ]");
2166 text.glPrint(10,30,string,0,1,1024,768);
2168 sprintf (string, "_");
2169 text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
2172 for(j=0;j<consolechars[i];j++){
2173 glColor4f(1,1,1,1-(float)(i)/16);
2174 if(j<consolechars[i]){
2175 sprintf (string, "%c",consoletext[i][j]);
2176 text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
2184 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
2185 multiplier=tempmult;
2190 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2193 glDrawBuffer(GL_BACK);
2194 glReadBuffer(GL_BACK);
2195 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2196 ReSizeGLScene(90,.1f);
2199 temptexdetail=texdetail;
2200 if(texdetail>2)texdetail=2;
2201 if(mainmenu!=oldmainmenu&&oldmainmenu!=0){
2203 LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
2204 LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
2207 LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
2208 LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
2211 if(lastcheck>.5||oldmainmenu!=mainmenu){
2213 ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
2214 ipstream.ignore(256,':');
2215 ipstream >> campaignnumlevels;
2216 for(i=0;i<campaignnumlevels;i++){
2217 ipstream.ignore(256,':');
2218 ipstream.ignore(256,':');
2219 ipstream.ignore(256,' ');
2220 ipstream >> campaignmapname[i];
2221 ipstream.ignore(256,':');
2222 ipstream >> campaigndescription[i];
2224 if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
2226 ipstream.ignore(256,':');
2227 ipstream >> campaignchoosenext[i];
2228 ipstream.ignore(256,':');
2229 ipstream >> campaignnumnext[i];
2230 for(j=0;j<campaignnumnext[i];j++){
2231 ipstream.ignore(256,':');
2232 ipstream >> campaignnextlevel[i][j];
2233 campaignnextlevel[i][j]-=1;
2235 ipstream.ignore(256,':');
2236 ipstream >> campaignlocationx[i];
2237 ipstream.ignore(256,':');
2238 ipstream >> campaignlocationy[i];
2242 for(i=0;i<campaignnumlevels;i++){
2244 levelhighlight[i]=0;
2249 for(i=0;i<accountactive->getCampaignChoicesMade();i++){
2250 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
2251 levelvisible[levelorder[i+1]]=1;
2253 int whichlevelstart = accountactive->getCampaignChoicesMade()-1;
2254 if(whichlevelstart<0){
2255 accountactive->setCampaignScore(0);
2256 accountactive->resetFasttime();
2257 campaignchoicenum=1;
2258 campaignchoicewhich[0]=0;
2262 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
2263 for(i=0;i<campaignchoicenum;i++){
2264 campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
2265 levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2266 levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
2275 texdetail=temptexdetail;
2277 oldmainmenu=mainmenu;
2279 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){
2280 glClear(GL_DEPTH_BUFFER_BIT);
2281 glEnable(GL_ALPHA_TEST);
2282 glAlphaFunc(GL_GREATER, 0.001f);
2283 glEnable(GL_TEXTURE_2D);
2284 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
2285 glDisable(GL_CULL_FACE);
2286 glDisable(GL_LIGHTING);
2288 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2289 glPushMatrix(); // Store The Projection Matrix
2290 glLoadIdentity(); // Reset The Projection Matrix
2291 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
2292 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2293 glPushMatrix(); // Store The Modelview Matrix
2294 glLoadIdentity(); // Reset The Modelview Matrix
2295 glTranslatef(screenwidth/2,screenheight/2,0);
2297 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2298 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2299 glDisable(GL_BLEND);
2300 glColor4f(0,0,0,1.0);
2301 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2302 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2303 glDisable(GL_TEXTURE_2D);
2305 //glScalef(.25,.25,.25);
2308 glVertex3f(-1, -1, 0.0f);
2310 glVertex3f(1, -1, 0.0f);
2312 glVertex3f(1, 1, 0.0f);
2314 glVertex3f(-1, 1, 0.0f);
2318 glColor4f(0.4,0.4,0.4,1.0);
2319 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2320 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2321 glEnable(GL_TEXTURE_2D);
2322 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
2324 //glScalef(.25,.25,.25);
2327 glVertex3f(-1, -1, 0.0f);
2329 glVertex3f(1, -1, 0.0f);
2331 glVertex3f(1, 1, 0.0f);
2333 glVertex3f(-1, 1, 0.0f);
2338 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
2340 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
2344 if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
2345 else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
2348 endx[0]=startx[0]+strlen(menustring[0])*10;
2349 endy[0]=starty[0]+20;
2353 if(newdetail==2)sprintf (menustring[1], "Detail: High");
2354 else if(newdetail==1)sprintf (menustring[1], "Detail: Medium");
2355 else sprintf (menustring[1], "Detail: Low");
2358 endx[1]=startx[1]+strlen(menustring[1])*10;
2359 endy[1]=starty[1]+20;
2363 if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)");
2364 if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail");
2365 if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off");
2368 endx[2]=startx[2]+strlen(menustring[2])*10;
2369 endy[2]=starty[2]+20;
2373 if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane");
2374 if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult");
2375 if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier");
2376 startx[3]=10+20-1000;
2378 endx[3]=startx[3]+strlen(menustring[3])*10;
2379 endy[3]=starty[3]+20;
2383 if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
2384 if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
2387 endx[4]=startx[4]+strlen(menustring[4])*10;
2388 endy[4]=starty[4]+20;
2392 if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
2393 if(decals==0)sprintf (menustring[5], "Decals: Disabled");
2396 endx[5]=startx[5]+strlen(menustring[5])*10;
2397 endy[5]=starty[5]+20;
2401 if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
2402 if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
2405 endx[6]=startx[6]+strlen(menustring[6])*10;
2406 endy[6]=starty[6]+20;
2410 if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
2411 if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
2414 endx[9]=startx[9]+strlen(menustring[9])*10;
2415 endy[9]=starty[9]+20;
2419 sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
2422 endx[10]=startx[10]+strlen(menustring[10])*10;
2423 endy[10]=starty[10]+20;
2427 sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
2430 endx[11]=startx[11]+strlen(menustring[11])*10;
2431 endy[11]=starty[11]+20;
2435 sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
2438 endx[13]=startx[13]+strlen(menustring[13])*10;
2439 endy[13]=starty[13]+20;
2443 sprintf (menustring[7], "-Configure Controls-");
2446 endx[7]=startx[7]+strlen(menustring[7])*10;
2447 endy[7]=starty[7]+20;
2451 sprintf (menustring[12], "-Configure Stereo -");
2454 endx[12]=startx[12]+strlen(menustring[7])*10;
2455 endy[12]=starty[12]+20;
2459 if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
2460 else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
2462 endx[8]=startx[8]+strlen(menustring[8])*10;
2464 endy[8]=starty[8]+20;
2471 if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
2472 else sprintf (menustring[0], "Forwards: _");
2475 endx[0]=startx[0]+strlen(menustring[0])*10;
2476 endy[0]=starty[0]+20;
2480 if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
2481 else sprintf (menustring[1], "Back: _");
2484 endx[1]=startx[1]+strlen(menustring[1])*10;
2485 endy[1]=starty[1]+20;
2489 if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
2490 else sprintf (menustring[2], "Left: _");
2493 endx[2]=startx[2]+strlen(menustring[2])*10;
2494 endy[2]=starty[2]+20;
2498 if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
2499 else sprintf (menustring[3], "Right: _");
2502 endx[3]=startx[3]+strlen(menustring[3])*10;
2503 endy[3]=starty[3]+20;
2507 if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
2508 else sprintf (menustring[4], "Crouch: _");
2511 endx[4]=startx[4]+strlen(menustring[4])*10;
2512 endy[4]=starty[4]+20;
2516 if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
2517 else sprintf (menustring[5], "Jump: _");
2520 endx[5]=startx[5]+strlen(menustring[5])*10;
2521 endy[5]=starty[5]+20;
2525 if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
2526 else sprintf (menustring[6], "Draw: _");
2529 endx[6]=startx[6]+strlen(menustring[6])*10;
2530 endy[6]=starty[6]+20;
2534 if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
2535 else sprintf (menustring[7], "Throw: _");
2538 endx[7]=startx[7]+strlen(menustring[7])*10;
2539 endy[7]=starty[7]+20;
2543 if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
2544 else sprintf (menustring[8], "Attack: _");
2547 endx[8]=startx[8]+strlen(menustring[8])*10;
2548 endy[8]=starty[8]+20;
2554 sprintf (menustring[9], "Back");
2556 endx[9]=startx[9]+strlen(menustring[9])*10;
2558 endy[9]=starty[9]+20;
2563 nummenuitems=7+accountactive->getCampaignChoicesMade()+campaignchoicenum;
2565 sprintf (menustring[0], "%s",accountactive->getName());
2568 endx[0]=startx[0]+strlen(menustring[0])*10;
2569 endy[0]=starty[0]+20;
2573 sprintf (menustring[1], "Tutorial");
2576 endx[1]=startx[1]+strlen(menustring[1])*10;
2577 endy[1]=starty[1]+20;
2581 sprintf (menustring[2], "Challenge");
2584 endx[2]=startx[2]+strlen(menustring[2])*10;
2585 endy[2]=starty[2]+20;
2589 sprintf (menustring[3], "Delete User");
2592 endx[3]=startx[3]+strlen(menustring[3])*10;
2593 endy[3]=starty[3]+20;
2597 sprintf (menustring[4], "Main Menu");
2600 endx[4]=startx[4]+strlen(menustring[4])*10;
2601 endy[4]=starty[4]+20;
2605 sprintf (menustring[5], "Change User");
2607 endx[5]=startx[5]+strlen(menustring[5])*10;
2609 endy[5]=starty[5]+20;
2615 sprintf (menustring[6], "World");
2617 starty[6]=30+480-400-50;
2618 endx[6]=startx[6]+400;
2623 if(accountactive->getCampaignChoicesMade())
2624 for(i=0;i<accountactive->getCampaignChoicesMade();i++){
2625 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2626 startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
2627 starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
2628 endx[7+i]=startx[7+i]+10;
2629 endy[7+i]=starty[7+i]+10;
2634 if(campaignchoicenum>0)
2635 for(i=accountactive->getCampaignChoicesMade();i<accountactive->getCampaignChoicesMade()+campaignchoicenum;i++){
2636 sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
2637 startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]]*400/512;
2638 starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]])*400/512;
2639 endx[7+i]=startx[7+i]+10;
2640 endy[7+i]=starty[7+i]+10;
2645 /*sprintf (menustring[7], "Dot");
2646 startx[7]=120+260*400/512;
2647 starty[7]=30+(512-184)*400/512;
2648 endx[7]=startx[7]+10;
2649 endy[7]=starty[7]+10;
2653 sprintf (menustring[8], "Dot");
2654 startx[8]=120+129*400/512;
2655 starty[8]=30+(512-284)*400/512;
2656 endx[8]=startx[8]+10;
2657 endy[8]=starty[8]+10;
2661 sprintf (menustring[9], "Dot");
2662 startx[9]=120+358*400/512;
2663 starty[9]=30+(512-235)*400/512;
2664 endx[9]=startx[9]+10;
2665 endy[9]=starty[9]+10;
2669 sprintf (menustring[10], "Dot");
2670 startx[10]=120+359*400/512;
2671 starty[10]=30+(512-308)*400/512;
2672 endx[10]=startx[10]+10;
2673 endy[10]=starty[10]+10;
2677 sprintf (menustring[11], "Dot");
2678 startx[11]=120+288*400/512;
2679 starty[11]=30+(512-277)*400/512;
2680 endx[11]=startx[11]+10;
2681 endy[11]=starty[11]+10;
2689 sprintf (menustring[0], "Are you sure you want to delete this user?");
2692 endx[0]=startx[0]+strlen(menustring[0])*10;
2693 endy[0]=starty[0]+20;
2697 sprintf (menustring[1], "Yes");
2700 endx[1]=startx[1]+strlen(menustring[1])*10;
2701 endy[1]=starty[1]+20;
2705 sprintf (menustring[2], "No");
2708 endx[2]=startx[2]+strlen(menustring[2])*10;
2709 endy[2]=starty[2]+20;
2713 sprintf (menustring[3], "Extra 4");
2716 endx[3]=startx[3]+strlen(menustring[3])*10;
2717 endy[3]=starty[3]+20;
2721 sprintf (menustring[4], "Extra 5");
2724 endx[4]=startx[4]+strlen(menustring[4])*10;
2725 endy[4]=starty[4]+20;
2729 sprintf (menustring[5], "Back");
2731 endx[5]=startx[5]+strlen(menustring[5])*10;
2733 endy[5]=starty[5]+20;
2739 nummenuitems=Account::getNbAccounts()+2;
2743 if(Account::getNbAccounts()<8)
2744 sprintf (menustring[0], "New User");
2746 sprintf (menustring[0], "No More Users");
2749 endx[0]=startx[0]+strlen(menustring[0])*10;
2750 endy[0]=starty[0]+20;
2759 for(i=0;i<Account::getNbAccounts();i++){
2760 sprintf (menustring[num], "%s",Account::get(i)->getName());
2762 starty[num]=360-20-20*num;
2763 endx[num]=startx[num]+strlen(menustring[num])*10;
2764 endy[num]=starty[num]+20;
2771 sprintf (menustring[num], "Back");
2773 endx[num]=startx[num]+strlen(menustring[num])*10;
2775 endy[num]=starty[num]+20;
2782 sprintf (menustring[0], "Easier");
2785 endx[0]=startx[0]+strlen(menustring[0])*10;
2786 endy[0]=starty[0]+20;
2790 sprintf (menustring[1], "Difficult");
2793 endx[1]=startx[1]+strlen(menustring[1])*10;
2794 endy[1]=starty[1]+20;
2798 sprintf (menustring[2], "Insane");
2801 endx[2]=startx[2]+strlen(menustring[2])*10;
2802 endy[2]=starty[2]+20;
2808 //tempncl=numchallengelevels;
2809 //numchallengelevels=9;
2810 nummenuitems=2+numchallengelevels;
2813 for(j=0;j<numchallengelevels;j++){
2814 for(i=0;i<255;i++)menustring[j][i]='\0';
2815 sprintf (temp, "Level %d",j+1);
2816 strcpy(menustring[j],temp);
2817 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2818 menustring[j][17]='\0';
2819 sprintf (temp, "%d",(int)accountactive->getHighScore(j));
2820 strcat(menustring[j],temp);
2821 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2822 menustring[j][32]='\0';
2823 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
2824 strcat(menustring[j],temp);
2825 if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
2826 sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
2827 strcat(menustring[j],temp);
2831 endx[j]=startx[j]+strlen(menustring[j])*10;
2832 endy[j]=starty[j]+20;
2837 sprintf (menustring[numchallengelevels], "Back");
2838 startx[numchallengelevels]=10;
2839 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
2840 starty[numchallengelevels]=10;
2841 endy[numchallengelevels]=starty[numchallengelevels]+20;
2842 movex[numchallengelevels]=0;
2843 movey[numchallengelevels]=0;
2845 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2846 startx[numchallengelevels+1]=10;
2847 starty[numchallengelevels+1]=440;
2848 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
2849 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
2850 movex[numchallengelevels+1]=0;
2851 movey[numchallengelevels+1]=0;
2853 //numchallengelevels=tempncl;
2857 nummenuitems=2+numchallengelevels;
2860 for(j=0;j<numchallengelevels;j++){
2861 for(i=0;i<255;i++)menustring[j][i]='\0';
2862 sprintf (temp, "Level %d",j+1);
2863 strcpy(menustring[j],temp);
2864 for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2865 menustring[j][17]='\0';
2866 sprintf (temp, "%d",(int)accountactive->getHighScore(j));
2867 strcat(menustring[j],temp);
2868 for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
2869 menustring[j][32]='\0';
2870 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
2871 strcat(menustring[j],temp);
2872 if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
2873 sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60);
2874 strcat(menustring[j],temp);
2878 endx[j]=startx[j]+strlen(menustring[j])*10;
2879 endy[j]=starty[j]+20;
2884 sprintf (menustring[numchallengelevels], "Back");
2885 startx[numchallengelevels]=10;
2886 endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
2887 starty[numchallengelevels]=10;
2888 endy[numchallengelevels]=starty[numchallengelevels]+20;
2889 movex[numchallengelevels]=0;
2890 movey[numchallengelevels]=0;
2892 sprintf (menustring[numchallengelevels+1], " High Score Best Time");
2893 startx[numchallengelevels+1]=10;
2894 starty[numchallengelevels+1]=400;
2895 endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
2896 endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
2897 movex[numchallengelevels+1]=0;
2898 movey[numchallengelevels+1]=0;
2905 sprintf (menustring[0], "Congratulations!");
2908 endx[0]=startx[0]+strlen(menustring[0])*10;
2909 endy[0]=starty[0]+20;
2913 sprintf (menustring[1], "You have avenged your family and");
2916 endx[1]=startx[1]+strlen(menustring[1])*10;
2917 endy[1]=starty[1]+20;
2921 sprintf (menustring[2], "restored peace to the island of Lugaru.");
2924 endx[2]=startx[2]+strlen(menustring[2])*10;
2925 endy[2]=starty[2]+20;
2929 sprintf (menustring[3], "Back");
2931 endx[3]=startx[3]+strlen(menustring[3])*10;
2933 endy[3]=starty[3]+20;
2937 for(i=0;i<255;i++)menustring[4][i]='\0';
2938 sprintf (temp, "Your score:");
2939 strcpy(menustring[4],temp);
2940 for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
2941 menustring[4][20]='\0';
2942 sprintf (temp, "%d",(int)accountactive->getCampaignScore());
2943 strcat(menustring[4],temp);
2945 endx[4]=startx[4]+strlen(menustring[4])*10;
2947 endy[4]=starty[4]+20;
2951 for(i=0;i<255;i++)menustring[5][i]='\0';
2952 sprintf (temp, "Your time:");
2953 strcpy(menustring[5],temp);
2954 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
2955 menustring[5][20]='\0';
2956 sprintf (temp, "%d",(int)accountcampaigntime[accountactive]);
2957 strcat(menustring[5],temp);
2959 endx[5]=startx[5]+strlen(menustring[5])*10;
2961 endy[5]=starty[5]+20;
2965 for(i=0;i<255;i++)menustring[5][i]='\0';
2966 sprintf (temp, "Highest score:");
2967 strcpy(menustring[5],temp);
2968 for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
2969 menustring[5][20]='\0';
2970 sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
2971 strcat(menustring[5],temp);
2973 endx[5]=startx[5]+strlen(menustring[5])*10;
2975 endy[5]=starty[5]+20;
2979 for(i=0;i<255;i++)menustring[7][i]='\0';
2980 sprintf (temp, "Lowest time:");
2981 strcpy(menustring[7],temp);
2982 for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
2983 menustring[7][20]='\0';
2984 sprintf (temp, "%d",(int)accountactive->getCampaignFasttime());
2985 strcat(menustring[7],temp);
2987 endx[7]=startx[7]+strlen(menustring[7])*10;
2989 endy[7]=starty[7]+20;
2995 sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
2998 endx[0]=startx[0]+strlen(menustring[0])*10;
2999 endy[0]=starty[0]+20;
3003 sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
3006 endx[1]=startx[1]+strlen(menustring[1])*10;
3007 endy[1]=starty[1]+20;
3011 sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
3014 endx[2]=startx[2]+strlen(menustring[2])*10;
3015 endy[2]=starty[2]+20;
3019 sprintf (menustring[3], "Back");
3021 endx[3]=startx[3]+strlen(menustring[3])*10;
3023 endy[3]=starty[3]+20;
3029 if(mainmenu==1||mainmenu==2){
3039 starty[1]=480-152-32;
3046 starty[2]=480-228-32;
3054 starty[3]=480-306-32;
3063 starty[3]=480-306-32;
3077 starty[4]=480-140-256;
3084 starty[5]=480-138-256;
3091 starty[6]=480-144-256;
3099 starty[4]=480-140-256;
3106 starty[5]=480-138-256;
3113 starty[6]=480-144-256;
3121 starty[4]=480-140-256;
3128 starty[5]=480-150-256;
3135 starty[6]=480-144-256;
3143 starty[4]=480-140-256;
3150 starty[5]=480-150-256;
3157 starty[6]=480-144-256;
3165 starty[4]=480-100-256;
3172 starty[5]=480-120-256;
3179 starty[6]=480-144-256;
3189 if(mainmenu==1||mainmenu==2)
3191 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3196 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)
3197 for(i=0;i<nummenuitems;i++){
3198 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
3199 if(mainmenu!=5)selected=i;
3200 if(mainmenu==5&&(i!=0&&i!=6))selected=i;
3201 if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
3202 if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
3206 for(i=0;i<nummenuitems;i++){
3208 selectedlong[i]+=multiplier*5;
3209 if(selectedlong[i]>1) selectedlong[i]=1;
3211 selectedlong[i]-=multiplier*5;
3212 if(selectedlong[i]<0) selectedlong[i]=0;
3214 offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
3215 offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
3220 if(i>=4&&(mainmenu==1||mainmenu==2)){
3222 offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
3223 offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
3229 if(mainmenu==1||mainmenu==2){
3230 glClear(GL_DEPTH_BUFFER_BIT);
3231 glEnable(GL_ALPHA_TEST);
3232 glAlphaFunc(GL_GREATER, 0.001f);
3233 glEnable(GL_TEXTURE_2D);
3234 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3235 glDisable(GL_CULL_FACE);
3236 glDisable(GL_LIGHTING);
3238 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3239 glPushMatrix(); // Store The Projection Matrix
3240 glLoadIdentity(); // Reset The Projection Matrix
3241 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3242 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3243 glPushMatrix(); // Store The Modelview Matrix
3244 glLoadIdentity(); // Reset The Modelview Matrix
3245 glTranslatef(screenwidth/2,screenheight/2,0);
3247 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3248 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3249 glDisable(GL_BLEND);
3250 glColor4f(0,0,0,1.0);
3251 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3252 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3253 glDisable(GL_TEXTURE_2D);
3255 //glScalef(.25,.25,.25);
3258 glVertex3f(-1, -1, 0.0f);
3260 glVertex3f(1, -1, 0.0f);
3262 glVertex3f(1, 1, 0.0f);
3264 glVertex3f(-1, 1, 0.0f);
3268 glColor4f(0.4,0.4,0.4,1.0);
3269 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3270 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3271 glEnable(GL_TEXTURE_2D);
3272 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
3274 //glScalef(.25,.25,.25);
3277 glVertex3f(-1, -1, 0.0f);
3279 glVertex3f(1, -1, 0.0f);
3281 glVertex3f(1, 1, 0.0f);
3283 glVertex3f(-1, 1, 0.0f);
3288 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3291 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3292 glPushMatrix(); // Store The Projection Matrix
3293 glLoadIdentity(); // Reset The Projection Matrix
3294 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3295 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3296 glPushMatrix(); // Store The Modelview Matrix
3297 glLoadIdentity(); // Reset The Modelview Matrix
3299 glDisable(GL_TEXTURE_2D);
3303 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3305 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3309 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3310 glPushMatrix(); // Store The Projection Matrix
3311 glLoadIdentity(); // Reset The Projection Matrix
3312 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3313 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3314 glPushMatrix(); // Store The Modelview Matrix
3315 glLoadIdentity(); // Reset The Modelview Matrix
3316 glEnable(GL_TEXTURE_2D);
3317 for(j=0;j<nummenuitems;j++)
3319 if(j<=3||(mainmenu!=1&&mainmenu!=2))
3321 //glDisable(GL_BLEND);
3322 glEnable(GL_ALPHA_TEST);
3324 //glDisable(GL_ALPHA_TEST);
3325 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3326 if(mainmenu==1||mainmenu==2)
3329 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3330 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
3331 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3332 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3333 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3337 glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3339 glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
3341 glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3343 glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
3347 //glDisable(GL_ALPHA_TEST);
3348 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3351 if(1-((float)i)/10-(1-selectedlong[j])>0)
3353 glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3354 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3358 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);
3360 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);
3362 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);
3364 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);
3370 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)
3372 if(mainmenu!=5||j<6)
3375 if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3376 if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
3377 //if(1-((float)i)/10-(1-selectedlong[j])>0){
3378 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3380 if(mainmenu!=7||j!=0||!entername)
3381 text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
3385 sprintf (string, "_");
3386 text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
3388 for(l=0;l<displaychars[0];l++){
3389 sprintf (string, "%c",displaytext[0][l]);
3390 text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
3395 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3398 if(1-((float)i)/15-(1-selectedlong[j])>0)
3400 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3401 if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3402 if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3403 if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
3404 if(mainmenu==4)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);
3405 if(mainmenu==5)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);
3406 if(mainmenu==6)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);
3407 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);
3408 if(mainmenu==8)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);
3409 if(mainmenu==9)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);
3410 if(mainmenu==11)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);
3411 if(mainmenu==10)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);
3412 if(mainmenu==17)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);
3413 if(mainmenu==13&&j!=1)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);
3414 if(mainmenu==18)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);
3420 glClear(GL_DEPTH_BUFFER_BIT);
3421 glEnable(GL_ALPHA_TEST);
3422 glAlphaFunc(GL_GREATER, 0.001f);
3423 glEnable(GL_TEXTURE_2D);
3424 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3425 glDisable(GL_CULL_FACE);
3426 glDisable(GL_LIGHTING);
3427 if(j==6)glColor4f(1,1,1,1);
3428 else glColor4f(1,0,0,1);
3430 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3431 glPushMatrix(); // Store The Projection Matrix
3432 glLoadIdentity(); // Reset The Projection Matrix
3433 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3434 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3435 glPushMatrix(); // Store The Modelview Matrix
3436 glLoadIdentity(); // Reset The Modelview Matrix
3439 //Draw world, draw map
3440 glTranslatef(2,-5,0);
3442 if(j>6&&j<nummenuitems-1)
3444 XYZ linestart,lineend,offset;
3451 //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
3452 linestart.x=(startx[j]+endx[j])/2;
3453 linestart.y=(starty[j]+endy[j])/2;
3454 if(j>=6+accountactive->getCampaignChoicesMade()){
3455 linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
3456 linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
3458 lineend.x=(startx[j+1]+endx[j+1])/2;
3459 lineend.y=(starty[j+1]+endy[j+1])/2;
3460 offset=lineend-linestart;
3463 offset=DoRotation(offset,0,0,90);
3465 glDisable(GL_TEXTURE_2D);
3467 if(j<6+accountactive->getCampaignChoicesMade()){
3468 glColor4f(0.5,0,0,1);
3476 linestart+=fac*4*startsize;
3477 lineend-=fac*4*endsize;
3479 if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
3480 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3484 glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
3486 glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
3488 glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
3490 glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
3494 glEnable(GL_TEXTURE_2D);
3498 if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
3499 else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
3500 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
3501 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
3502 if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
3503 if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
3504 if(j==6)glColor4f(1,1,1,1);
3507 itemsize=abs(startx[j]-endx[j])/2;
3509 midpoint.x=(startx[j]+endx[j])/2;
3510 midpoint.y=(starty[j]+endy[j])/2;
3511 if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
3512 if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
3514 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3518 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3520 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
3522 glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3524 glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
3528 //glDisable(GL_ALPHA_TEST);
3529 if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
3532 if(1-((float)i)/10-(1-selectedlong[j])>0)
3534 glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
3535 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3539 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);
3541 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);
3543 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);
3545 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);
3553 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3555 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3557 if(j-7>=accountactive->getCampaignChoicesMade()){
3558 text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
3559 glDisable(GL_DEPTH_TEST);
3565 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3567 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3570 if(mainmenu==1||mainmenu==2)
3571 if(transition<.1||transition>.9){
3572 glClear(GL_DEPTH_BUFFER_BIT);
3573 glEnable(GL_ALPHA_TEST);
3574 glAlphaFunc(GL_GREATER, 0.001f);
3575 glEnable(GL_TEXTURE_2D);
3576 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3577 glDisable(GL_CULL_FACE);
3578 glDisable(GL_LIGHTING);
3580 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3581 glPushMatrix(); // Store The Projection Matrix
3582 glLoadIdentity(); // Reset The Projection Matrix
3583 glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
3584 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3585 glPushMatrix(); // Store The Modelview Matrix
3586 glLoadIdentity(); // Reset The Modelview Matrix
3588 glDisable(GL_TEXTURE_2D);
3590 glColor4f(1,0,0,1-(transition*10));
3592 glColor4f(1,0,0,1-((1-transition)*10));
3595 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3599 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3600 glPushMatrix(); // Store The Projection Matrix
3601 glLoadIdentity(); // Reset The Projection Matrix
3602 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3603 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3604 glPushMatrix(); // Store The Modelview Matrix
3605 glLoadIdentity(); // Reset The Modelview Matrix
3606 glTranslatef(screenwidth/2,screenheight/2,0);
3608 glScalef((float)screenwidth/2,(float)screenheight/2,1);
3609 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3611 glEnable(GL_TEXTURE_2D);
3613 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
3614 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
3616 if(!waiting) { // hide the cursor while waiting for a key
3618 glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
3619 glScalef((float)screenwidth/64,(float)screenwidth/64,1);
3620 glTranslatef(1,-1,0);
3621 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3623 glBindTexture( GL_TEXTURE_2D, cursortexture);
3625 //glScalef(.25,.25,.25);
3628 glVertex3f(-1, -1, 0.0f);
3630 glVertex3f(1, -1, 0.0f);
3632 glVertex3f(1, 1, 0.0f);
3634 glVertex3f(-1, 1, 0.0f);
3640 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3646 //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
3647 if(flashamount>1)flashamount=1;
3648 if(flashdelay<=0)flashamount-=multiplier;
3650 if(flashamount<0)flashamount=0;
3651 glDisable(GL_DEPTH_TEST); // Disables Depth Testing
3652 glDisable(GL_CULL_FACE);
3653 glDisable(GL_LIGHTING);
3654 glDisable(GL_TEXTURE_2D);
3656 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3657 glPushMatrix(); // Store The Projection Matrix
3658 glLoadIdentity(); // Reset The Projection Matrix
3659 glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
3660 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3661 glPushMatrix(); // Store The Modelview Matrix
3662 glLoadIdentity(); // Reset The Modelview Matrix
3663 glScalef(screenwidth,screenheight,1);
3664 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
3666 glColor4f(flashr,flashg,flashb,flashamount);
3668 glVertex3f(0, 0, 0.0f);
3669 glVertex3f(256, 0, 0.0f);
3670 glVertex3f(256, 256, 0.0f);
3671 glVertex3f(0, 256, 0.0f);
3673 glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
3674 glPopMatrix(); // Restore The Old Projection Matrix
3675 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
3676 glPopMatrix(); // Restore The Old Projection Matrix
3677 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
3678 glEnable(GL_CULL_FACE);
3679 glDisable(GL_BLEND);
3684 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
3685 tempmult=multiplier;
3690 if ( side == stereoRight || side == stereoCenter ) {
3691 if(drawmode!=motionblurmode||mainmenu){
3696 //myassert(glGetError() == GL_NO_ERROR);
3697 glDrawBuffer(GL_BACK);
3698 glReadBuffer(GL_BACK);
3703 if(drawtoggle==2)drawtoggle=0;
3705 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
3706 multiplier=tempmult;
3708 //Jordan fixed your warning!