#include "openal_wrapper.h"
#include "Input.h"
#include "Awards.h"
-
-#include <dirent.h>
-
-using namespace std;
+#include "Menu.h"
extern XYZ viewer;
extern int environment;
extern bool velocityblur;
extern bool debugmode;
extern int mainmenu;
-extern int oldmainmenu;
extern int bloodtoggle;
extern int difficulty;
extern bool decals;
extern bool invertmouse;
extern int numhotspots;
-extern int winhotspot;
extern int killhotspot;
extern XYZ hotspot[40];
extern int hotspottype[40];
extern bool showdamagebar;
+
+
+int drawtoggle = 0;
+int numboundaries = 0;
+XYZ boundary[360];
+int change = 0;
+
+
+
enum drawmodes {
normalmode, motionblurmode, radialzoommode,
realmotionblurmode, doublevisionmode, glowmode,
flashamount=1;
flashdelay=1;
}
+
+void DrawMenu();
+
/*********************> DrawGLScene() <*****/
int Game::DrawGLScene(StereoSide side)
-{
+{
static float texcoordwidth,texcoordheight;
static float texviewwidth, texviewheight;
static int i,j,k,l;
static char string[256]="";
static char string2[256]="";
static char string3[256]="";
+ static int drawmode = 0;
if ( stereomode == stereoAnaglyph ) {
switch(side) {
static int changed;
changed=0;
- olddrawmode=drawmode;
+ int olddrawmode=drawmode;
if(ismotionblur&&!loading){
if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
drawmode=motionblurmode;
drawmode=motionblurmode;
motionbluramount=.2;
slomodelay-=multiplier;
- if(slomodelay<0)slomo=0;
+ if(slomodelay<0)
+ slomo=0;
camerashake=0;
changed=1;
}
if((!changed&&!slomo)||loading){
drawmode=normalmode;
if(ismotionblur&&(/*fps>100||*/alwaysblur)){
- if(olddrawmode!=realmotionblurmode)change=1;
- else change=0;
+ if(olddrawmode!=realmotionblurmode)
+ change=1;
+ else
+ change=0;
drawmode=realmotionblurmode;
- }
- else if(olddrawmode==realmotionblurmode)change=2;
- else change=0;
+ }else if(olddrawmode==realmotionblurmode)
+ change=2;
+ else
+ change=0;
}
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
- if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
+ if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))
+ drawmode=normalmode;
+ if((freeze||winfreeze)&&ismotionblur&&!mainmenu)
+ drawmode=radialzoommode;
if(winfreeze||mainmenu)drawmode=normalmode;
}
#endif
- if(drawtoggle!=2)drawtoggle=1-drawtoggle;
+ if(drawtoggle!=2)
+ drawtoggle=1-drawtoggle;
if(!texcoordwidth){
-
texviewwidth=kTextureSize;
- if(texviewwidth>screenwidth)texviewwidth=screenwidth;
+ if(texviewwidth>screenwidth)
+ texviewwidth=screenwidth;
texviewheight=kTextureSize;
- if(texviewheight>screenheight)texviewheight=screenheight;
+ if(texviewheight>screenheight)
+ texviewheight=screenheight;
texcoordwidth=screenwidth/kTextureSize;
texcoordheight=screenheight/kTextureSize;
- if(texcoordwidth>1)texcoordwidth=1;
- if(texcoordheight>1)texcoordheight=1;
+ if(texcoordwidth>1)
+ texcoordwidth=1;
+ if(texcoordheight>1)
+ texcoordheight=1;
}
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
- if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
- blurness=targetblurness;
- targetblurness=(float)(abs(Random()%100))/40;
- }
- if(blurness<targetblurness)
- blurness+=multiplier*5;
- else
- blurness-=multiplier*5;
-
//glFinish();
static XYZ terrainlight;
static float distance;
- if(drawmode==normalmode)ReSizeGLScene(90,.1f);
- if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);
+ if(drawmode==normalmode)
+ Game::ReSizeGLScene(90,.1f);
+ if(drawmode!=normalmode)
+ glViewport(0,0,texviewwidth,texviewheight);
glDepthFunc(GL_LEQUAL);
glDepthMask(1);
glAlphaFunc(GL_GREATER, 0.0001f);
// Reverse the movement if we're reversing stereo
glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0);
+ //camera effects
if(!cameramode&&!freeze&&!winfreeze){
+ //shake
glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
- glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
- glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
+ //sway
+ glRotatef(pitch+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
+ glRotatef(yaw+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
}
if(cameramode||freeze||winfreeze){
- glRotatef(rotation2,1,0,0);
- glRotatef(rotation,0,1,0);
+ glRotatef(pitch,1,0,0);
+ glRotatef(yaw,0,1,0);
}
if(environment==desertenvironment){
}
SetUpLight(&light,0);
glPushMatrix();
- if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
+
+ //heat blur effect in desert
+ if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
+ blurness=targetblurness;
+ targetblurness=(float)(abs(Random()%100))/40;
+ }
+ if(blurness<targetblurness)
+ blurness+=multiplier*5;
+ else
+ blurness-=multiplier*5;
+
+ if(environment==desertenvironment&&detail==2)
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
if(environment==desertenvironment){
glRotatef((float)(abs(Random()%100))/1000,1,0,0);
glRotatef((float)(abs(Random()%100))/1000,0,1,0);
}
- skybox.draw();
+ skybox->draw();
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
glPopMatrix();
glTranslatef(-viewer.x,-viewer.y,-viewer.z);
frustum.GetFrustum();
- //Make Shadow
+ //make shadow decals on terrain and objects
static XYZ point;
static float size,opacity,rotation;
rotation=0;
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)
for(i=0;i<player[k].skeleton.num_joints;i++){
if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
- point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
+ point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
size=.4f;
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;
if(k!=0&&tutoriallevel==1){
for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
- 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);
+ point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.yaw[j],0);
size=.4f;
opacity=.4f;
if(k!=0&&tutoriallevel==1){
}
}
}
- if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
- if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
- for(i=0;i<player[k].skeleton.num_joints;i++){
- 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){
- if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
- else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
- size=.4f;
- 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;
- if(k!=0&&tutoriallevel==1){
- 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;
- }
- terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
- for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
- j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
- if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
- 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);
- 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);
- size=.4f;
- opacity=.4f;
- if(k!=0&&tutoriallevel==1){
- opacity=.2+.2*sin(smoketex*6+i);
- }
- objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
- }
- }
- }
- }
-
- if(!player[k].playerdetail)
- if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
- {
- point=player[k].coords;
- size=.7;
- opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
- terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
- for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
- j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
- point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
- size=.7;
- opacity=.4f;
- objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
- }
- }
+ if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
+ if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
+ for(i=0;i<player[k].skeleton.num_joints;i++){
+ 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){
+ if(player[k].skeleton.free)
+ point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
+ else
+ point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
+ size=.4f;
+ 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;
+ if(k!=0&&tutoriallevel==1){
+ 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;
+ }
+ terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
+ for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+ j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+ if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
+ if(player[k].skeleton.free)point=DoRotation(player[k].skeleton.joints[i].position*player[k].scale+player[k].coords-objects.position[j],0,-objects.yaw[j],0);
+ else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].yaw,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.yaw[j],0);
+ size=.4f;
+ opacity=.4f;
+ if(k!=0&&tutoriallevel==1){
+ opacity=.2+.2*sin(smoketex*6+i);
+ }
+ objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+ }
+ }
+ }
+ }
+
+ if(!player[k].playerdetail)
+ if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)){
+ point=player[k].coords;
+ size=.7;
+ opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
+ terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
+ for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+ j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+ point=DoRotation(player[k].coords-objects.position[j],0,-objects.yaw[j],0);
+ size=.7;
+ opacity=.4f;
+ objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+ }
+ }
}
//Terrain
glDisable(GL_BLEND);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glBindTexture( GL_TEXTURE_2D, terraintexture);
+ terraintexture.bind();
terrain.draw(0);
- glBindTexture( GL_TEXTURE_2D, terraintexture2);
+ terraintexture2.bind();
terrain.draw(1);
//glBindTexture( GL_TEXTURE_2D, terraintexture3);
//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&viewer,&player[k].coords);
+ distance=distsq(&viewer,&player[k].coords);
distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
- if(distance>=1)glDisable(GL_BLEND);
+ if(distance>=1)
+ glDisable(GL_BLEND);
if(distance>=.5){
- 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;
+ checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
checkpoint.y+=1;
- if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
- if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+ if(!player[k].occluded==0)
+ i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+ if(i==-1||player[k].occluded==0)
+ i=checkcollide(viewer,checkpoint);
if(i!=-1){
player[k].occluded+=1;
player[k].lastoccluded=i;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
+ }else
+ player[k].occluded=0;
+ if(player[k].occluded<25)
+ player[k].DrawSkeleton();
}
}
}
}
- if(!cameramode&&musictype==stream_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer);
- else playerdist=-100;
+ if(!cameramode&&musictype==stream_fighttheme)
+ playerdist=distsqflat(&player[0].coords,&viewer);
+ else
+ playerdist=-100;
glPushMatrix();
glCullFace(GL_BACK);
glEnable(GL_TEXTURE_2D);
objects.Draw();
glPopMatrix();
+ //draw hawk
glPushMatrix();
if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){
glAlphaFunc(GL_GREATER, 0.0001f);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
- glRotatef(hawkrotation,0,1,0);
+ glRotatef(hawkyaw,0,1,0);
glTranslatef(25,0,0);
- distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
+ distance=distsq(&viewer,&realhawkcoords)*1.2;
glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
- if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
+ if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)
+ glColor4f(light.color[0],light.color[1],light.color[2],1);
if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
hawk.drawdifftex(hawktexture);
}
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&viewer,&player[k].coords);
+ distance=distsq(&viewer,&player[k].coords);
distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
- if(distance>=1)glDisable(GL_BLEND);
+ if(distance>=1)
+ glDisable(GL_BLEND);
if(distance>=.5){
- 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;
+ checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,0)*player[k].scale+player[k].coords;
checkpoint.y+=1;
- if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
- if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+ if(!player[k].occluded==0)
+ i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+ if(i==-1||player[k].occluded==0)
+ i=checkcollide(viewer,checkpoint);
if(i!=-1){
player[k].occluded+=1;
player[k].lastoccluded=i;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
+ }else
+ player[k].occluded=0;
+ if(player[k].occluded<25)
+ player[k].DrawSkeleton();
}
}
}
Sprite::Draw();
+ //waypoints, pathpoints in editor
if(editorenabled){
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glColor4f(.5,.5,.5,1);
- if(!console){
+ if(!console) {
sprintf (string, " ",(int)(fps));
- text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
+ text->glPrint(10,30,string,0,.8,screenwidth,screenheight);
if(!tutoriallevel)
if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
bonus_name = "Excellent!"; // When does this happen?
glColor4f(0,0,0,1-bonustime);
- text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
+ text->glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
glColor4f(1,0,0,1-bonustime);
- text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
+ text->glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
sprintf (string, "%d",(int)bonusvalue);
glColor4f(0,0,0,1-bonustime);
- text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
+ text->glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
glColor4f(1,0,0,1-bonustime);
- text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
+ text->glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
glColor4f(.5,.5,.5,1);
}
- if(tutoriallevel==1){
- tutorialopac=tutorialmaxtime-tutorialstagetime;
- if(tutorialopac>1)tutorialopac=1;
- if(tutorialopac<0)tutorialopac=0;
-
- sprintf (string, " ");
- sprintf (string2, " ");
- sprintf (string3, " ");
- if(tutorialstage==0){
- sprintf (string, " ");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==1){
- sprintf (string, "Welcome to the Lugaru training level!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==2){
- sprintf (string, "BASIC MOVEMENT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==3){
- sprintf (string, "You can move the mouse to rotate the camera.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==4){
- 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));
- sprintf (string2, "All movement is relative to the camera.");
- sprintf (string3, " ");
- }
- if(tutorialstage==5){
- sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
- sprintf (string2, "You can hold it longer to jump higher.");
- sprintf (string3, " ");
- }
- if(tutorialstage==6){
- sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
- sprintf (string2, "You can jump higher from a crouching position.");
- sprintf (string3, " ");
- }
- if(tutorialstage==7){
- sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==8){
- sprintf (string, "While crouching, you can sneak around silently");
- sprintf (string2, "using the movement keys.");
- sprintf (string3, " ");
- }
- if(tutorialstage==9){
- sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
- sprintf (string2, "to run animal-style.");
- sprintf (string3, " ");
- }
- if(tutorialstage==10){
- sprintf (string, "ADVANCED MOVEMENT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==11){
- sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
- sprintf (string2, "during impact to perform a walljump.");
- sprintf (string3, "Be sure to use the movement keys to press against the wall");
- }
- if(tutorialstage==12){
- sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
- sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
- sprintf (string3, " ");
- }
- if(tutorialstage==13){
- sprintf (string, "BASIC COMBAT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==14){
- sprintf (string, "There is now an imaginary enemy");
- sprintf (string2, "in the middle of the training area.");
- sprintf (string3, " ");
- }
- if(tutorialstage==15){
- if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
- else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
- sprintf (string2, "You can punch by standing still near an enemy and attacking.");
- sprintf (string3, " ");
- }
- if(tutorialstage==16){
- sprintf (string, "If you are close, you will perform a weak punch.");
- sprintf (string2, "The weak punch is excellent for starting attack combinations.");
- sprintf (string3, " ");
- }
- if(tutorialstage==17){
- sprintf (string, "Attacking while running results in a spin kick.");
- sprintf (string2, "This is one of your most powerful ground attacks.");
- sprintf (string3, " ");
- }
- if(tutorialstage==18){
- sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
- sprintf (string2, "This is a very fast attack, and easy to follow up.");
- sprintf (string3, " ");
- }
- if(tutorialstage==19){
- sprintf (string, "When an enemy is on the ground, you can deal some extra");
- sprintf (string2, "damage by running up and drop-kicking him.");
- sprintf (string3, "(Try knocking them down with a sweep first)");
- }
- if(tutorialstage==20){
- sprintf (string, "Your most powerful individual attack is the rabbit kick.");
- if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
- else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
- sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
- }
- if(tutorialstage==21){
- sprintf (string, "This attack is devastating if timed correctly.");
- sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
- if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
- else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
- }
- if(tutorialstage==22){
- sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
- sprintf (string2, "him instantly. Move close behind this enemy");
- sprintf (string3, "and attack.");
- }
- if(tutorialstage==23){
- sprintf (string, "Another important attack is the wall kick. When an enemy");
- sprintf (string2, "is near a wall, perform a walljump nearby and hold");
- sprintf (string3, "the attack key during impact with the wall.");
- }
- if(tutorialstage==24){
- sprintf (string, "You can tackle enemies by running at them animal-style");
- if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
- else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
- sprintf (string3, "This is especially useful when they are running away.");
- }
- if(tutorialstage==25){
- sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
- sprintf (string2, "against enemies with swords or other long weapons.");
- sprintf (string3, " ");
- }
- if(tutorialstage==26){
- sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==27){
- sprintf (string, "The enemy can now reverse your attacks.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==28){
- sprintf (string, "If you attack, you will notice that the enemy now sometimes");
- sprintf (string2, "catches your attack and uses it against you. Hold");
- sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
- }
- if(tutorialstage==29){
- sprintf (string, "Try escaping from two more reversals in a row.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==30){
- sprintf (string, "Good!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==31){
- sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
- sprintf (string2, "enemy's attack. You must also be close to the enemy;");
- sprintf (string3, "this is especially important against armed opponents.");
- }
- if(tutorialstage==32){
- sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
- sprintf (string2, "This imaginary opponents attacks will be highlighted");
- sprintf (string3, "to make this easier.");
- }
- if(tutorialstage==33){
- sprintf (string, "Reverse three enemy attacks!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==34){
- sprintf (string, "Reverse two more enemy attacks!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==35){
- sprintf (string, "Reverse one more enemy attack!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==36){
- sprintf (string, "Excellent!");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==37){
- sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
- sprintf (string2, "Damage dealt: %d",(int)damagedealt);
- sprintf (string3, "Damage taken: %d.",(int)damagetaken);
- }
- if(tutorialstage==38){
- sprintf (string, "WEAPONS:");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==39){
- sprintf (string, "There is now an imaginary knife");
- sprintf (string2, "in the center of the training area.");
- sprintf (string3, " ");
- }
- if(tutorialstage==40){
- sprintf (string, "Stand, roll or handspring over the knife");
- sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
- sprintf (string3, "You can crouch and press the same key to drop it again.");
- }
- if(tutorialstage==41){
- sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
- sprintf (string2, "Sometimes it is best to keep them unequipped to");
- sprintf (string3, "prevent enemies from taking them. ");
- }
- if(tutorialstage==42){
- sprintf (string, "The knife is the smallest weapon and the least encumbering.");
- sprintf (string2, "You can equip or unequip it while standing, crouching,");
- sprintf (string3, "running or flipping.");
- }
- if(tutorialstage==43){
- sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
- sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
- sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
- }
- if(tutorialstage==44){
- sprintf (string, "The enemy now has your knife!");
- sprintf (string2, "Please reverse two of his knife attacks.");
- sprintf (string3, " ");
- }
- if(tutorialstage==45){
- sprintf (string, "Please reverse one more of his knife attacks.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
- if(tutorialstage==46){
- sprintf (string, "Now he has a sword!");
- sprintf (string2, "The sword has longer reach than your arms, so you");
- sprintf (string3, "must move close to reverse the sword slash.");
- }
- if(tutorialstage==47){
- sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
- sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
- sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
- }
- if(tutorialstage==48){
- sprintf (string, "The staff is like the sword, but has two main attacks.");
- sprintf (string2, "The standing smash is fast and effective, and the running");
- sprintf (string3, "spin smash is slower and more powerful.");
- }
- if(tutorialstage==49){
- sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
- sprintf (string2, "It is possible to throw the knife while flipping,");
- sprintf (string3, "but it is very inaccurate.");
- }
- if(tutorialstage==50){
- sprintf (string, "You now know everything you can learn from training.");
- sprintf (string2, "Everything else you must learn from experience!");
- sprintf (string3, " ");
- }
- if(tutorialstage==51){
- sprintf (string, "Walk out of the training area to return to the main menu.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
-
- glColor4f(0,0,0,tutorialopac);
- 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);
- 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);
- 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);
- glColor4f(1,1,1,tutorialopac);
- text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
- 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);
- 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);
-
- sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
- sprintf (string2, "Press escape at any time to");
- sprintf (string3, "pause or exit the tutorial.");
-
- glColor4f(0,0,0,1);
- 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);
- 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);
- 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);
- glColor4f(0.5,0.5,0.5,1);
- text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
- 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);
- 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);
- }
- //Hot spots
-
- if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
- int closest=-1;
- float closestdist=-1;
- float distance=0;
- closest=currenthotspot;
- for(i=0;i<numhotspots;i++){
- distance=findDistancefast(&player[0].coords,&hotspot[i]);
- if(closestdist==-1||distance<closestdist){
- if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
- closestdist=distance;
- closest=i;
- }
- }
- }
- if(closest!=-1)
- currenthotspot=closest;
- if(currenthotspot!=-1){
- if(hotspottype[closest]<=10){
- if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
- tutorialstagetime=0;
- tutorialmaxtime=1;
- tutorialopac=tutorialmaxtime-tutorialstagetime;
- if(tutorialopac>1)tutorialopac=1;
- if(tutorialopac<0)tutorialopac=0;
-
- sprintf (string, "%s", hotspottext[closest]);
-
- int lastline = 0;
- int line = 0;
- bool done = false;
- i=0;
- while(!done){
- if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
- glColor4f(0,0,0,tutorialopac);
- 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);
- glColor4f(1,1,1,tutorialopac);
- 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);
- lastline=i+1;
- line++;
- if(string[i]=='\0')done=1;
- }
- if(i>=255)done=1;
- i++;
- }
- }
- else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
- whichdialogue=hotspottype[closest]-20;
- for(j=0;j<numdialogueboxes[whichdialogue];j++){
- player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].velocity=0;
- player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
- player[participantfocus[whichdialogue][j]].targetframe=0;
- }
- directing=0;
- indialogue=0;
- dialoguegonethrough[whichdialogue]++;
- if(dialogueboxsound[whichdialogue][indialogue]!=0){
- int whichsoundplay;
- if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
- if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
- if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
- if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
- if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
- if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
- if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
- if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
- if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
- if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
- if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
- if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
- if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
- if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
- if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
- if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
- if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
- if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
- if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
- if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
- emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
- }
- }
- }
- }
-
- if(indialogue!=-1&&!mainmenu){
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
- glScalef(screenwidth,screenheight/4,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(1, 0, 0.0f);
- glVertex3f(1, 1, 0.0f);
- glVertex3f(0, 1, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- glEnable(GL_TEXTURE_2D);
-
- tutorialopac=1;
-
- float startx;
- float starty;
-
- startx=screenwidth*1/5;
- if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
- if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
-
- char tempname[264];
- bool goodchar;
- int tempnum=0;
- for(i=0;i<264;i++){
- tempname[i]='\0';
- }
-
- for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
- tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
- goodchar=1;
- if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
- if(goodchar)
- tempnum++;
- else
- tempname[tempnum]='\0';
- }
-
- sprintf (string, "%s: ", tempname);
-
- if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
- glColor4f(0,0,0,tutorialopac);
- text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
- glColor4f(0.7,0.7,0.7,tutorialopac);
- text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
- }
- else
- {
- glColor4f(0,0,0,tutorialopac);
- text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
- }
-
- tempnum=0;
- for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
- tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
- if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
- }
-
- sprintf (string, "%s", tempname);
-
- int lastline = 0;
- int line = 0;
- bool done = false;
- i=0;
- while(!done){
- if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
- if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
- glColor4f(0,0,0,tutorialopac);
- 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);
- glColor4f(1,1,1,tutorialopac);
- text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
- }
- else
- {
- glColor4f(0,0,0,tutorialopac);
- text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
- }
- lastline=i+1;
- line++;
- if(string[i]=='\0')done=1;
- }
- if(i>=255)done=1;
- i++;
- }
- }
-
- if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
- if(campaign){
- if(scoreadded)
- sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
- else
- sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
- }
- if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
- glColor4f(0,0,0,1);
- text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
- glColor4f(1,0,0,1);
- text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
- if(showdamagebar) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(15,screenheight*17.5/20,0);
- glScalef(screenwidth/3+20,screenheight/20,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(0.0,0.4,0.0,0.7);
- float bar=((float)player[0].damage)/player[0].damagetolerance;
- glBegin(GL_QUADS);
- glVertex3f((bar<1?bar:1),0,0.0f);
- glVertex3f(1,0,0.0f);
- glVertex3f(1,1,0.0f);
- glVertex3f((bar<1?bar:1),1,0.0f);
- glEnd();
- glColor4f(0.1,0.0,0.0,1);
- bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
- glBegin(GL_QUADS);
- glVertex3f(0,0,0.0f);
- glVertex3f((bar<1?bar:1),0,0.0f);
- glVertex3f((bar<1?bar:1),1,0.0f);
- glVertex3f(0,1,0.0f);
- glEnd();
- glColor4f(0.4,0.0,0.0,0.7);
- bar = ((float)player[0].damage)/player[0].damagetolerance;
- glBegin(GL_QUADS);
- glVertex3f(0,0,0.0f);
- glVertex3f((bar<1?bar:1),0,0.0f);
- glVertex3f((bar<1?bar:1),1,0.0f);
- glVertex3f(0,1,0.0f);
- glEnd();
- glColor4f(0.4,0.0,0.0,0.7);
- bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
- glBegin(GL_QUADS);
- glVertex3f(0,0,0.0f);
- glVertex3f((bar<1?bar:1),0,0.0f);
- glVertex3f((bar<1?bar:1),1,0.0f);
- glVertex3f(0,1,0.0f);
- glEnd();
- glColor4f(0.4,0.0,0.0,0.7);
- bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
- glBegin(GL_QUADS);
- glVertex3f(0,0,0.0f);
- glVertex3f((bar<1?bar:1),0,0.0f);
- glVertex3f((bar<1?bar:1),1,0.0f);
- glVertex3f(0,1,0.0f);
- glEnd();
- glColor4f(0.0,0.0,0.0,0.7);
- glLineWidth(2.0);
- glBegin(GL_LINE_STRIP);
- glVertex3f(0,0,0.0f);
- glVertex3f(1,0,0.0f);
- glVertex3f(1,1,0.0f);
- glVertex3f(0,1,0.0f);
- glVertex3f(0,0,0.0f);
- glEnd();
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- glEnable(GL_TEXTURE_2D);
-
- // writing the numbers :
- sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
- glColor4f(0,0,0,1);
- text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
- glColor4f(1,0,0,1);
- text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
- }
- }
-
- glColor4f(.5,.5,.5,1);
-
-
- if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
- sprintf (string, "The framespersecond is %d.",(int)(fps));
- text.glPrint(10,30,string,0,.8,1024,768);
-
- sprintf (string, "Name: %s", registrationname);
- text.glPrint(10,260,string,0,.8,1024,768);
-
-
- if(editorenabled)
- sprintf (string, "Map editor enabled.");
- else
- sprintf (string, "Map editor disabled.");
- text.glPrint(10,60,string,0,.8,1024,768);
- if(editorenabled){
- sprintf (string, "Object size: %f",editorsize);
- text.glPrint(10,75,string,0,.8,1024,768);
- if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
- else sprintf (string, "Object rotation: Random");
- text.glPrint(10,90,string,0,.8,1024,768);
- if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
- else sprintf (string, "Object rotation2: Random");
- text.glPrint(10,105,string,0,.8,1024,768);
- sprintf (string, "Object type: %d",editortype);
- text.glPrint(10,120,string,0,.8,1024,768);
- switch(editortype) {
- case boxtype:
- sprintf (string, "(box)");
- break;
- case treetrunktype:
- sprintf (string, "(tree)");
- break;
- case walltype:
- sprintf (string, "(wall)");
- break;
- case weirdtype:
- sprintf (string, "(weird)");
- break;
- case spiketype:
- sprintf (string, "(spike)");
- break;
- case rocktype:
- sprintf (string, "(rock)");
- break;
- case bushtype:
- sprintf (string, "(bush)");
- break;
- case tunneltype:
- sprintf (string, "(tunnel)");
- break;
- case chimneytype:
- sprintf (string, "(chimney)");
- break;
- case platformtype:
- sprintf (string, "(platform)");
- break;
- case cooltype:
- sprintf (string, "(cool)");
- break;
- case firetype:
- sprintf (string, "(fire)");
- break;
- }
- text.glPrint(130,120,string,0,.8,1024,768);
-
- sprintf (string, "Numplayers: %d",numplayers);
- text.glPrint(10,155,string,0,.8,1024,768);
- sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
- text.glPrint(10,140,string,0,.8,1024,768);
- }
- sprintf (string, "Difficulty: %d",difficulty);
- text.glPrint(10,240,string,0,.8,1024,768);
-
- }
+ if(tutoriallevel==1){
+ tutorialopac=tutorialmaxtime-tutorialstagetime;
+ if(tutorialopac>1)tutorialopac=1;
+ if(tutorialopac<0)tutorialopac=0;
+
+ sprintf (string, " ");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ if(tutorialstage==0){
+ sprintf (string, " ");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==1){
+ sprintf (string, "Welcome to the Lugaru training level!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==2){
+ sprintf (string, "BASIC MOVEMENT:");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==3){
+ sprintf (string, "You can move the mouse to rotate the camera.");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==4){
+ 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));
+ sprintf (string2, "All movement is relative to the camera.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==5){
+ sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
+ sprintf (string2, "You can hold it longer to jump higher.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==6){
+ sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
+ sprintf (string2, "You can jump higher from a crouching position.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==7){
+ sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==8){
+ sprintf (string, "While crouching, you can sneak around silently");
+ sprintf (string2, "using the movement keys.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==9){
+ sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
+ sprintf (string2, "to run animal-style.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==10){
+ sprintf (string, "ADVANCED MOVEMENT:");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==11){
+ sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
+ sprintf (string2, "during impact to perform a walljump.");
+ sprintf (string3, "Be sure to use the movement keys to press against the wall");
+ }
+ if(tutorialstage==12){
+ sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
+ sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==13){
+ sprintf (string, "BASIC COMBAT:");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==14){
+ sprintf (string, "There is now an imaginary enemy");
+ sprintf (string2, "in the middle of the training area.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==15){
+ if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
+ else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
+ sprintf (string2, "You can punch by standing still near an enemy and attacking.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==16){
+ sprintf (string, "If you are close, you will perform a weak punch.");
+ sprintf (string2, "The weak punch is excellent for starting attack combinations.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==17){
+ sprintf (string, "Attacking while running results in a spin kick.");
+ sprintf (string2, "This is one of your most powerful ground attacks.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==18){
+ sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
+ sprintf (string2, "This is a very fast attack, and easy to follow up.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==19){
+ sprintf (string, "When an enemy is on the ground, you can deal some extra");
+ sprintf (string2, "damage by running up and drop-kicking him.");
+ sprintf (string3, "(Try knocking them down with a sweep first)");
+ }
+ if(tutorialstage==20){
+ sprintf (string, "Your most powerful individual attack is the rabbit kick.");
+ if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
+ else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
+ sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
+ }
+ if(tutorialstage==21){
+ sprintf (string, "This attack is devastating if timed correctly.");
+ sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
+ if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
+ else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
+ }
+ if(tutorialstage==22){
+ sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
+ sprintf (string2, "him instantly. Move close behind this enemy");
+ sprintf (string3, "and attack.");
+ }
+ if(tutorialstage==23){
+ sprintf (string, "Another important attack is the wall kick. When an enemy");
+ sprintf (string2, "is near a wall, perform a walljump nearby and hold");
+ sprintf (string3, "the attack key during impact with the wall.");
+ }
+ if(tutorialstage==24){
+ sprintf (string, "You can tackle enemies by running at them animal-style");
+ if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
+ else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
+ sprintf (string3, "This is especially useful when they are running away.");
+ }
+ if(tutorialstage==25){
+ sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
+ sprintf (string2, "against enemies with swords or other long weapons.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==26){
+ sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==27){
+ sprintf (string, "The enemy can now reverse your attacks.");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==28){
+ sprintf (string, "If you attack, you will notice that the enemy now sometimes");
+ sprintf (string2, "catches your attack and uses it against you. Hold");
+ sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
+ }
+ if(tutorialstage==29){
+ sprintf (string, "Try escaping from two more reversals in a row.");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==30){
+ sprintf (string, "Good!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==31){
+ sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
+ sprintf (string2, "enemy's attack. You must also be close to the enemy;");
+ sprintf (string3, "this is especially important against armed opponents.");
+ }
+ if(tutorialstage==32){
+ sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+ sprintf (string2, "This imaginary opponents attacks will be highlighted");
+ sprintf (string3, "to make this easier.");
+ }
+ if(tutorialstage==33){
+ sprintf (string, "Reverse three enemy attacks!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==34){
+ sprintf (string, "Reverse two more enemy attacks!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==35){
+ sprintf (string, "Reverse one more enemy attack!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==36){
+ sprintf (string, "Excellent!");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==37){
+ sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+ sprintf (string2, "Damage dealt: %d",(int)damagedealt);
+ sprintf (string3, "Damage taken: %d.",(int)damagetaken);
+ }
+ if(tutorialstage==38){
+ sprintf (string, "WEAPONS:");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==39){
+ sprintf (string, "There is now an imaginary knife");
+ sprintf (string2, "in the center of the training area.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==40){
+ sprintf (string, "Stand, roll or handspring over the knife");
+ sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
+ sprintf (string3, "You can crouch and press the same key to drop it again.");
+ }
+ if(tutorialstage==41){
+ sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
+ sprintf (string2, "Sometimes it is best to keep them unequipped to");
+ sprintf (string3, "prevent enemies from taking them. ");
+ }
+ if(tutorialstage==42){
+ sprintf (string, "The knife is the smallest weapon and the least encumbering.");
+ sprintf (string2, "You can equip or unequip it while standing, crouching,");
+ sprintf (string3, "running or flipping.");
+ }
+ if(tutorialstage==43){
+ sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
+ sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
+ sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
+ }
+ if(tutorialstage==44){
+ sprintf (string, "The enemy now has your knife!");
+ sprintf (string2, "Please reverse two of his knife attacks.");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==45){
+ sprintf (string, "Please reverse one more of his knife attacks.");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==46){
+ sprintf (string, "Now he has a sword!");
+ sprintf (string2, "The sword has longer reach than your arms, so you");
+ sprintf (string3, "must move close to reverse the sword slash.");
+ }
+ if(tutorialstage==47){
+ sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
+ sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
+ sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
+ }
+ if(tutorialstage==48){
+ sprintf (string, "The staff is like the sword, but has two main attacks.");
+ sprintf (string2, "The standing smash is fast and effective, and the running");
+ sprintf (string3, "spin smash is slower and more powerful.");
+ }
+ if(tutorialstage==49){
+ sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
+ sprintf (string2, "It is possible to throw the knife while flipping,");
+ sprintf (string3, "but it is very inaccurate.");
+ }
+ if(tutorialstage==50){
+ sprintf (string, "You now know everything you can learn from training.");
+ sprintf (string2, "Everything else you must learn from experience!");
+ sprintf (string3, " ");
+ }
+ if(tutorialstage==51){
+ sprintf (string, "Walk out of the training area to return to the main menu.");
+ sprintf (string2, " ");
+ sprintf (string3, " ");
+ }
+
+ glColor4f(0,0,0,tutorialopac);
+ 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);
+ 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);
+ 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);
+ glColor4f(1,1,1,tutorialopac);
+ text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+ 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);
+ 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);
+
+ sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
+ sprintf (string2, "Press escape at any time to");
+ sprintf (string3, "pause or exit the tutorial.");
+
+ glColor4f(0,0,0,1);
+ 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);
+ 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);
+ 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);
+ glColor4f(0.5,0.5,0.5,1);
+ text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
+ 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);
+ 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);
+ }
+ //Hot spots
+
+ if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
+ int closest=-1;
+ float closestdist=-1;
+ float distance=0;
+ closest=currenthotspot;
+ for(i=0;i<numhotspots;i++){
+ distance=distsq(&player[0].coords,&hotspot[i]);
+ if(closestdist==-1||distance<closestdist){
+ if(distsq(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
+ closestdist=distance;
+ closest=i;
+ }
+ }
+ }
+ if(closest!=-1)
+ currenthotspot=closest;
+ if(currenthotspot!=-1){
+ if(hotspottype[closest]<=10){
+ if(distsq(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
+ tutorialstagetime=0;
+ tutorialmaxtime=1;
+ tutorialopac=tutorialmaxtime-tutorialstagetime;
+ if(tutorialopac>1)tutorialopac=1;
+ if(tutorialopac<0)tutorialopac=0;
+
+ sprintf (string, "%s", hotspottext[closest]);
+
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
+ i=0;
+ while(!done){
+ if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
+ glColor4f(0,0,0,tutorialopac);
+ 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);
+ glColor4f(1,1,1,tutorialopac);
+ 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);
+ lastline=i+1;
+ line++;
+ if(string[i]=='\0')done=1;
+ }
+ if(i>=255)done=1;
+ i++;
+ }
+ } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
+ whichdialogue=hotspottype[closest]-20;
+ for(j=0;j<numdialogueboxes[whichdialogue];j++){
+ player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+ player[participantfocus[whichdialogue][j]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ player[participantfocus[whichdialogue][j]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ player[participantfocus[whichdialogue][j]].velocity=0;
+ player[participantfocus[whichdialogue][j]].animTarget=player[participantfocus[whichdialogue][j]].getIdle();
+ player[participantfocus[whichdialogue][j]].frameTarget=0;
+ }
+ directing=0;
+ indialogue=0;
+ dialoguegonethrough[whichdialogue]++;
+ if(dialogueboxsound[whichdialogue][indialogue]!=0){
+ int whichsoundplay;
+ if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
+ if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
+ if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
+ if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
+ if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
+ if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
+ if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
+ if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
+ emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
+ }
+ }
+ }
+ }
+
+ if(indialogue!=-1&&!mainmenu){
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
+ glScalef(screenwidth,screenheight/4,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
+ glBegin(GL_QUADS);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(1, 0, 0.0f);
+ glVertex3f(1, 1, 0.0f);
+ glVertex3f(0, 1, 0.0f);
+ glEnd();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ tutorialopac=1;
+
+ float startx;
+ float starty;
+
+ startx=screenwidth*1/5;
+ if(dialogueboxlocation[whichdialogue][indialogue]==1)
+ starty=screenheight/16+screenheight*4/5;
+ if(dialogueboxlocation[whichdialogue][indialogue]==2)
+ starty=screenheight*1/5-screenheight/16;
+
+ char tempname[264];
+ bool goodchar;
+ int tempnum=0;
+ for(i=0;i<264;i++){
+ tempname[i]='\0';
+ }
+
+ for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
+ tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
+ goodchar=1;
+ if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
+ if(goodchar)
+ tempnum++;
+ else
+ tempname[tempnum]='\0';
+ }
+
+ sprintf (string, "%s: ", tempname);
+
+ if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+ glColor4f(0,0,0,tutorialopac);
+ text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+ glColor4f(0.7,0.7,0.7,tutorialopac);
+ text->glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+ }
+ else
+ {
+ glColor4f(0,0,0,tutorialopac);
+ text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+ }
+
+ tempnum=0;
+ for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
+ tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
+ if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
+ }
+
+ sprintf (string, "%s", tempname);
+
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
+ i=0;
+ while(!done){
+ if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
+ if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+ glColor4f(0,0,0,tutorialopac);
+ 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);
+ glColor4f(1,1,1,tutorialopac);
+ text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+ }
+ else
+ {
+ glColor4f(0,0,0,tutorialopac);
+ text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+ }
+ lastline=i+1;
+ line++;
+ if(string[i]=='\0')done=1;
+ }
+ if(i>=255)done=1;
+ i++;
+ }
+ }
+
+ if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
+ if(campaign){
+ if(scoreadded)
+ sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
+ else
+ sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
+ }
+ if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
+ glColor4f(0,0,0,1);
+ text->glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
+ glColor4f(1,0,0,1);
+ text->glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
+ if(showdamagebar) {
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glTranslatef(15,screenheight*17.5/20,0);
+ glScalef(screenwidth/3+20,screenheight/20,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0.0,0.4,0.0,0.7);
+ float bar=((float)player[0].damage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f(1,0,0.0f);
+ glVertex3f(1,1,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glEnd();
+ glColor4f(0.1,0.0,0.0,1);
+ bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].damage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.0,0.0,0.0,0.7);
+ glLineWidth(2.0);
+ glBegin(GL_LINE_STRIP);
+ glVertex3f(0,0,0.0f);
+ glVertex3f(1,0,0.0f);
+ glVertex3f(1,1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glVertex3f(0,0,0.0f);
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ // writing the numbers :
+ sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
+ glColor4f(0,0,0,1);
+ text->glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
+ glColor4f(1,0,0,1);
+ text->glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
+ }
+ }
+
+ glColor4f(.5,.5,.5,1);
+
+
+ if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
+ sprintf (string, "The framespersecond is %d.",(int)(fps));
+ text->glPrint(10,30,string,0,.8,1024,768);
+
+ if(editorenabled)
+ sprintf (string, "Map editor enabled.");
+ else
+ sprintf (string, "Map editor disabled.");
+ text->glPrint(10,60,string,0,.8,1024,768);
+ if(editorenabled){
+ sprintf (string, "Object size: %f",editorsize);
+ text->glPrint(10,75,string,0,.8,1024,768);
+ if(editoryaw>=0)sprintf (string, "Object yaw: %f",editoryaw);
+ else sprintf (string, "Object yaw: Random");
+ text->glPrint(10,90,string,0,.8,1024,768);
+ if(editorpitch>=0)sprintf (string, "Object pitch: %f",editorpitch);
+ else sprintf (string, "Object pitch: Random");
+ text->glPrint(10,105,string,0,.8,1024,768);
+ sprintf (string, "Object type: %d",editortype);
+ text->glPrint(10,120,string,0,.8,1024,768);
+ switch(editortype) {
+ case boxtype:
+ sprintf (string, "(box)");
+ break;
+ case treetrunktype:
+ sprintf (string, "(tree)");
+ break;
+ case walltype:
+ sprintf (string, "(wall)");
+ break;
+ case weirdtype:
+ sprintf (string, "(weird)");
+ break;
+ case spiketype:
+ sprintf (string, "(spike)");
+ break;
+ case rocktype:
+ sprintf (string, "(rock)");
+ break;
+ case bushtype:
+ sprintf (string, "(bush)");
+ break;
+ case tunneltype:
+ sprintf (string, "(tunnel)");
+ break;
+ case chimneytype:
+ sprintf (string, "(chimney)");
+ break;
+ case platformtype:
+ sprintf (string, "(platform)");
+ break;
+ case cooltype:
+ sprintf (string, "(cool)");
+ break;
+ case firetype:
+ sprintf (string, "(fire)");
+ break;
+ }
+ text->glPrint(130,120,string,0,.8,1024,768);
+
+ sprintf (string, "Numplayers: %d",numplayers);
+ text->glPrint(10,155,string,0,.8,1024,768);
+ sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
+ text->glPrint(10,140,string,0,.8,1024,768);
+ }
+ sprintf (string, "Difficulty: %d",difficulty);
+ text->glPrint(10,240,string,0,.8,1024,768);
+
+ }
}
if(drawmode==glowmode){
glDepthMask(1);
}
- if(flashamount>0&&damageeffects){
+ if(flashamount>0&&damageeffects) {
if(flashamount>1)flashamount=1;
if(flashdelay<=0)flashamount-=multiplier;
flashdelay--;
glDepthMask(1);
}
- if(!console){
+ if(!console) {
displaytime[0]=0;
glEnable(GL_TEXTURE_2D);
glColor4f(1,1,1,1);
if(chatting){
sprintf (string, " ]");
- text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
+ text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
if(displayblink){
sprintf (string, "_");
- text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
+ text->glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
}
}
- for(i=0;i<15;i++){
+ for(i=0;i<15;i++)
if((i!=0||chatting)&&displaytime[i]<4)
- for(j=0;j<displaychars[i];j++){
+ for(j=0;j<displaychars[i];j++) {
glColor4f(1,1,1,4-displaytime[i]);
- if(j<displaychars[i]){
+ if(j<displaychars[i]) {
sprintf (string, "%c",displaytext[i][j]);
- text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
+ text->glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
}
}
- }
}
- if(minimap&&indialogue==-1){
+ if(difficulty<2&&indialogue==-1){ // minimap
float mapviewdist = 20000;
glDisable(GL_DEPTH_TEST);
float tempdist;
//~ int whichclosest;
for(i=0;i<objects.numobjects;i++){
- tempdist=findDistancefast(¢er,&objects.position[i]);
+ tempdist=distsq(¢er,&objects.position[i]);
if(tempdist>maxdistance){
//~ whichclosest=i;
maxdistance=tempdist;
}
for(i=0;i<numplayers;i++){
if(!player[i].dead){
- tempdist=findDistancefast(¢er,&player[i].coords);
+ tempdist=distsq(¢er,&player[i].coords);
if(tempdist>maxdistance){
//~ whichclosest=i;
maxdistance=tempdist;
glPushMatrix();
glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
glPopMatrix();
- glRotatef(player[0].lookrotation*-1+180,0,0,1);
+ glRotatef(player[0].lookyaw*-1+180,0,0,1);
glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
for(i=0;i<objects.numobjects;i++){
if(objects.type[i]==treetrunktype){
- distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
+ distcheck=distsq(&player[0].coords,&objects.position[i]);
if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+ Mapcircletexture.bind();
glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
glPushMatrix();
glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
- glRotatef(objects.rotation[i],0,0,1);
+ glRotatef(objects.yaw[i],0,0,1);
glScalef(.003,.003,.003);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
}
}
if(objects.type[i]==boxtype){
- distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
+ distcheck=distsq(&player[0].coords,&objects.position[i]);
if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
+ Mapboxtexture.bind();
glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
glPushMatrix();
glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
- glRotatef(objects.rotation[i],0,0,1);
+ glRotatef(objects.yaw[i],0,0,1);
glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
}
}
if(editorenabled){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+ Mapcircletexture.bind();
for(i=0;i<numboundaries;i++){
glColor4f(0,0,0,opac/3);
glPushMatrix();
}
}
for(i=0;i<numplayers;i++){
- distcheck=findDistancefast(&player[0].coords,&player[i].coords);
+ distcheck=distsq(&player[0].coords,&player[i].coords);
if(distcheck<mapviewdist){
glPushMatrix();
- glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
+ Maparrowtexture.bind();
if(i==0)glColor4f(1,1,1,opac);
else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
else glColor4f(1,1,0,1);
glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
- glRotatef(player[i].rotation+180,0,0,1);
+ glRotatef(player[i].yaw+180,0,0,1);
glScalef(.005,.005,.005);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glEnable(GL_TEXTURE_2D);
glColor4f(1,1,1,1);
sprintf (string, "Loading...");
- text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
+ text->glPrint(1024/2-90,768/2,string,1,2,1024,768);
}
loading=2;
//if(ismotionblur)drawmode=motionblurmode;
glEnable(GL_TEXTURE_2D);
glColor4f(1,1,1,1);
sprintf (string, "Level Cleared!");
- text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
+ text->glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
- text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
+ text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
if(campaign)
sprintf (string, "Press Escape or Space to continue");
else
sprintf (string, "Press Escape to return to menu or Space to continue");
- text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
+ text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
char temp[255];
if((int)(leveltime)%60<10)strcat(string,"0");
sprintf (temp, "%d",(int)(leveltime)%60);
strcat(string,temp);
- text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
+ text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
//Awards
int awards[award_count];
int numawards = award_awards(awards);
for (i = 0; i < numawards && i < 6; i++)
- text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
+ text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
}
if(drawmode!=normalmode){
}
glClear(GL_DEPTH_BUFFER_BIT);
- ReSizeGLScene(90,.1f);
+ Game::ReSizeGLScene(90,.1f);
glViewport(0,0,screenwidth,screenheight);
if(drawmode!=normalmode){
if(consoleselected>=60)
offset=consoleselected-60;
sprintf (string, " ]");
- text.glPrint(10,30,string,0,1,1024,768);
+ text->glPrint(10,30,string,0,1,1024,768);
if(consoleblink){
sprintf (string, "_");
- text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
+ text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
}
- for(i=0;i<15;i++){
+ for(i=0;i<15;i++)
for(j=0;j<consolechars[i];j++){
glColor4f(1,1,1,1-(float)(i)/16);
if(j<consolechars[i]){
sprintf (string, "%c",consoletext[i][j]);
- text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
+ text->glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
}
}
- }
}
}
return 0;
}
-vector<string> Game::ListCampaigns() {
- DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
- struct dirent *campaign = NULL;
- if(!campaigns) {
- perror("Problem while loading campaigns");
- cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
- exit(EXIT_FAILURE);
- }
- vector<string> campaignNames;
- while ((campaign = readdir(campaigns)) != NULL) {
- string name(campaign->d_name);
- if(name.length()<5)
- continue;
- if(!name.compare(name.length()-4,4,".txt")) {
- campaignNames.push_back(name.substr(0,name.length()-4));
- }
- }
- closedir(campaigns);
- return campaignNames;
-}
-
-void Game::LoadCampaign() {
- if(!accountactive)
- return;
- ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str()));
- ipstream.ignore(256,':');
- int numlevels;
- ipstream >> numlevels;
- campaignlevels.clear();
- for(int i=0;i<numlevels;i++) {
- CampaignLevel cl;
- ipstream >> cl;
- campaignlevels.push_back(cl);
- }
- ipstream.close();
-
- if(!Mainmenuitems[7]) {
- ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
- if(test.good()) {
- LoadTextureData((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
- } else {
- LoadTextureData(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- }
- }
-
- if(accountactive->getCampaignChoicesMade()==0) {
- accountactive->setCampaignScore(0);
- accountactive->resetFasttime();
- }
-}
-
-void Game::DrawMenu() {
+void DrawMenu() {
// !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
SDL_Delay(15);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- ReSizeGLScene(90,.1f);
-
- int temptexdetail;
- temptexdetail=texdetail;
- if(texdetail>2)texdetail=2;
- //~ if(mainmenu!=oldmainmenu&&oldmainmenu!=0){
- //~ if(mainmenu==1){
- //~ LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
- //~ LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
- //~ }
- //~ if(mainmenu==2){
- //~ LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
- //~ LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
- //~ }
- //~ }
- if(oldmainmenu!=mainmenu){
- if(mainmenu==5){
- LoadCampaign();
- }
- }
-
- texdetail=temptexdetail;
-
- oldmainmenu=mainmenu;
+ Game::ReSizeGLScene(90,.1f);
+ //draw menu background
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.001f);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glDisable(GL_TEXTURE_2D);
- glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1,-1,0);
+ glVertex3f(+1,-1,0);
+ glVertex3f(+1,+1,0);
+ glVertex3f(-1,+1,0);
glEnd();
- glPopMatrix();
glEnable(GL_BLEND);
glColor4f(0.4,0.4,0.4,1.0);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
- glPushMatrix();
- //glScalef(.25,.25,.25);
+ Game::Mainmenuitems[4].bind();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1,-1,0);
glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(+1,-1,0);
glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(+1,+1,0);
glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1,+1,0);
glEnd();
- glPopMatrix();
glPopMatrix();
glPopMatrix();
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix();
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- switch(mainmenu) {
- case 1:
- case 2:{
- nummenuitems=4;
- startx[0]=150;
- starty[0]=480-128;
- endx[0]=150+256;
- endy[0]=480;
-
- startx[1]=18;
- starty[1]=480-152-32;
- endx[1]=18+128;
- endy[1]=480-152;
-
- startx[2]=18;
- starty[2]=480-228-32;
- endx[2]=2+128;
- endy[2]=480-228;
-
- if(mainmenu==1){
- startx[3]=18;
- starty[3]=480-306-32;
- endx[3]=22+64;
- endy[3]=480-306;
- }
-
- if(mainmenu==2){
- startx[3]=18;
- starty[3]=480-306-32;
- endx[3]=22+128;
- endy[3]=480-306;
- }
-
- }
- break;
- case 3: {
- nummenuitems=14;
- if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
- else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
- startx[0]=10+20;
- starty[0]=440;
-
- if(newdetail==2)sprintf (menustring[1], "Detail: High");
- else if(newdetail==1)sprintf (menustring[1], "Detail: Medium");
- else sprintf (menustring[1], "Detail: Low");
- startx[1]=10+60;
- starty[1]=405;
-
- if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)");
- if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail");
- if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off");
- startx[2]=10+70;
- starty[2]=370;
-
- if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane");
- if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult");
- if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier");
- startx[3]=10+20-1000;
- starty[3]=335-1000;
-
- if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
- if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
- startx[4]=10;
- starty[4]=335;
-
- if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
- if(decals==0)sprintf (menustring[5], "Decals: Disabled");
- startx[5]=10+60;
- starty[5]=300;
-
- if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
- if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
- startx[6]=10+70;
- starty[6]=265;
-
- if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
- if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
- startx[9]=10;
- starty[9]=230;
-
- sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
- startx[10]=20;
- starty[10]=195;
-
- sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
- startx[11]=10+60;
- starty[11]=160;
-
- sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
- startx[13]=30;
- starty[13]=125;
-
- sprintf (menustring[7], "-Configure Controls-");
- startx[7]=10+15;
- starty[7]=90;
-
- sprintf (menustring[12], "-Configure Stereo -");
- startx[12]=10+15;
- starty[12]=55;
-
- if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
- else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
- startx[8]=10;
- starty[8]=10;
- }
- break;
- case 4: {
- nummenuitems=10;
- if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
- else sprintf (menustring[0], "Forwards: _");
- startx[0]=10;
- starty[0]=400;
-
- if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
- else sprintf (menustring[1], "Back: _");
- startx[1]=10+40;
- starty[1]=360;
-
- if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
- else sprintf (menustring[2], "Left: _");
- startx[2]=10+40;
- starty[2]=320;
-
- if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
- else sprintf (menustring[3], "Right: _");
- startx[3]=10+30;
- starty[3]=280;
-
- if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
- else sprintf (menustring[4], "Crouch: _");
- startx[4]=10+20;
- starty[4]=240;
-
- if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
- else sprintf (menustring[5], "Jump: _");
- startx[5]=10+40;
- starty[5]=200;
-
- if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
- else sprintf (menustring[6], "Draw: _");
- startx[6]=10+40;
- starty[6]=160;
-
- if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
- else sprintf (menustring[7], "Throw: _");
- startx[7]=10+30;
- starty[7]=120;
-
- if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
- else sprintf (menustring[8], "Attack: _");
- startx[8]=10+20;
- starty[8]=80;
-
- sprintf (menustring[9], "Back");
- startx[9]=10;
- starty[9]=10;
- }
- break;
- case 5: {
- nummenuitems=NB_CAMPAIGN_MENU_ITEM;
-
- sprintf (menustring[0], "%s",accountactive->getName());
- startx[0]=5;
- starty[0]=400;
-
- sprintf (menustring[1], "Tutorial");
- startx[1]=5;
- starty[1]=300;
-
- sprintf (menustring[2], "Challenge");
- startx[2]=5;
- starty[2]=240;
-
- sprintf (menustring[3], "Delete User");
- startx[3]=400;
- starty[3]=10;
-
- sprintf (menustring[4], "Main Menu");
- startx[4]=5;
- starty[4]=10;
-
- sprintf (menustring[5], "Change User");
- startx[5]=5;
- starty[5]=180;
-
- sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str());
- startx[6]=200;
- starty[6]=420;
- }
- break;
- case 6: {
- nummenuitems=3;
-
- sprintf (menustring[0], "Are you sure you want to delete this user?");
- startx[0]=10;
- starty[0]=400;
-
- sprintf (menustring[1], "Yes");
- startx[1]=10;
- starty[1]=360;
-
- sprintf (menustring[2], "No");
- startx[2]=10;
- starty[2]=320;
-
- sprintf (menustring[3], "Extra 4");
- startx[3]=10;
- starty[3]=280;
-
- sprintf (menustring[4], "Extra 5");
- startx[4]=10;
- starty[4]=240;
-
- sprintf (menustring[5], "Back");
- startx[5]=10;
- starty[5]=10;
- }
- break;
- case 7: {
- nummenuitems=Account::getNbAccounts()+2;
-
- int num;
-
- if(Account::getNbAccounts()<8)
- sprintf (menustring[0], "New User");
- else
- sprintf (menustring[0], "No More Users");
- startx[0]=10;
- starty[0]=400;
-
- if(entername)
- startx[0]+=10;
-
- num=1;
- for(int i=0;i<Account::getNbAccounts();i++){
- sprintf (menustring[num], "%s",Account::get(i)->getName());
- startx[num]=10;
- starty[num]=360-20-20*num;
-
- num++;
- }
-
- sprintf (menustring[num], "Back");
- startx[num]=10;
- starty[num]=10;
- }
- break;
- case 8: {
- nummenuitems=3;
-
- sprintf (menustring[0], "Easier");
- startx[0]=10;
- starty[0]=400;
-
- sprintf (menustring[1], "Difficult");
- startx[1]=10;
- starty[1]=360;
-
- sprintf (menustring[2], "Insane");
- startx[2]=10;
- starty[2]=320;
- }
- break;
- case 9: {
- nummenuitems=2+numchallengelevels;
- char temp[255];
-
- for(int i=0;i<numchallengelevels;i++){
- string name="";
- sprintf (temp, "Level %d",i+1);
- for(int j=strlen(temp);j<17;j++)
- strcat(temp," ");
- name+=temp;
- sprintf (temp, "%d",(int)accountactive->getHighScore(i));
- for(int j=strlen(temp);j<(32-17);j++)
- strcat(temp," ");
- name+=temp;
- sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
- if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
- name+=temp;
- sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
- name+=temp;
-
- sprintf(menustring[i],"%s",name.c_str());
-
- startx[i]=10;
- starty[i]=400-i*25;
- }
-
- sprintf (menustring[numchallengelevels], "Back");
- startx[numchallengelevels]=10;
- starty[numchallengelevels]=10;
-
- sprintf (menustring[numchallengelevels+1], " High Score Best Time");
- startx[numchallengelevels+1]=10;
- starty[numchallengelevels+1]=440;
-
- //numchallengelevels=tempncl;
-
- }
- break;
- case 10: {
- nummenuitems=6;
- char temp[255];
-
- sprintf (menustring[0], "Congratulations!");
- startx[0]=220;
- starty[0]=330;
-
- sprintf (menustring[1], "You have avenged your family and");
- startx[1]=140;
- starty[1]=300;
-
- sprintf (menustring[2], "restored peace to the island of Lugaru.");
- startx[2]=110;
- starty[2]=270;
-
- sprintf (menustring[3], "Back");
- startx[3]=10;
- starty[3]=10;
-
- for(int i=0;i<255;i++)
- menustring[4][i]='\0';
- sprintf (temp, "Your score:");
- strcpy(menustring[4],temp);
- for(int i=0;i<20;i++)
- if(menustring[4][i]=='\0')
- menustring[4][i]=' ';
- menustring[4][20]='\0';
- sprintf (temp, "%d",(int)accountactive->getCampaignScore());
- strcat(menustring[4],temp);
- startx[4]=190;
- starty[4]=200;
- for(int i=0;i<255;i++)
- menustring[5][i]='\0';
- sprintf (temp, "Highest score:");
- strcpy(menustring[5],temp);
- for(int i=0;i<20;i++)
- if(menustring[5][i]=='\0')menustring[5][i]=' ';
- menustring[5][20]='\0';
- sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
- strcat(menustring[5],temp);
- startx[5]=190;
- starty[5]=180;
- }
- break;
- case 18: {
- nummenuitems=4;
- sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
- startx[0]=70;
- starty[0]=400;
-
- sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
- startx[1]=10;
- starty[1]=360;
-
- sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
- startx[2]=40;
- starty[2]=320;
-
- sprintf (menustring[3], "Back");
- startx[3]=10;
- starty[3]=10;
- }
- }
- if(mainmenu!=1 && mainmenu!=2) {
- for(int i=0;i<nummenuitems;++i) {
- endx[i]=startx[i]+strlen(menustring[i])*10;
- endy[i]=starty[i]+20;
- }
- }
-
- selected=-1;
-
- for(int i=0;i<nummenuitems;i++) {
- if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]) {
- if((mainmenu!=5) && (mainmenu!=1) && (mainmenu!=2)) selected=i; // username in menu 5 and game title in menu 1&2 can't be selected
- else if (i>0) selected=i;
- }
- }
- int numlevelsonmap;
- if(mainmenu == 5) {
- numlevelsonmap = accountactive->getCampaignChoicesMade()+(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel.size():1);
- for (int i=0;i<numlevelsonmap;i++) {
- if ((mousecoordh/screenwidth*640)>campaignlevels[i].getStartX()&&
- (mousecoordh/screenwidth*640)<campaignlevels[i].getEndX()&&
- 480-(mousecoordv/screenheight*480)>campaignlevels[i].getStartY()&&
- 480-(mousecoordv/screenheight*480)<campaignlevels[i].getEndY()) {
- selected=nummenuitems+i;
- }
- }
- } else {
- numlevelsonmap=0;
- }
- for(int i=0;i<nummenuitems+numlevelsonmap;i++) {
- if(selected==i) {
- selectedlong[i]+=multiplier*5;
- if(selectedlong[i]>1) selectedlong[i]=1;
- } else {
- selectedlong[i]-=multiplier*5;
- if(selectedlong[i]<0) selectedlong[i]=0;
- }
- }
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPushMatrix(); // Store The Projection Matrix
glPushMatrix(); // Store The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glEnable(GL_TEXTURE_2D);
- for(int j=0;j<nummenuitems;j++)
- {
- //glDisable(GL_BLEND);
- glEnable(GL_ALPHA_TEST);
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- if(mainmenu==1||mainmenu==2)
- {
- glColor4f(1,1,1,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- if(mainmenu==2 && (j==1 || j == 3)) {
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[(j==1?5:6)]);
- } else {
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
- }
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(startx[j], starty[j], 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(endx[j], starty[j], 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(endx[j], endy[j], 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(startx[j], endy[j], 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(int i=0;i<10;i++)
- {
- if(1-((float)i)/10-(1-selectedlong[j])>0)
- {
- glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(startx[j]-((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(endx[j]+((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(endx[j]+((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(startx[j]-((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- }
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
- {
- glColor4f(1,0,0,1);
- if( (mainmenu==9) && j>accountactive->getProgress() && (j<numchallengelevels) )
- glColor4f(0.5,0,0,1);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- if(mainmenu!=7||j!=0||!entername)
- text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
- else
- {
- char string[2]="_";
- if(displayblink) {
- text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
- }
- for(int l=0;l<displaychars[0];l++) {
- sprintf (string, "%c",displaytext[0][l]);
- text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
- }
- }
- glPopMatrix();
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(int i=0;i<15;i++)
- {
- if(1-((float)i)/15-(1-selectedlong[j])>0)
- {
- glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==3)text.glPrint(startx[j]-((float)i)-((((float)i)/70)*strlen(menustring[j]))*3,starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==4)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==5)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==6)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==8)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==9)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==10)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==18)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
- }
- }
- }
- }
- if(mainmenu==5) { // show map
- //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // black background for the map
- glBlendFunc(GL_SRC_ALPHA,GL_ONE); // no background
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glColor4f(1,1,1,1);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
-
- //Draw world, draw map
- glTranslatef(2,-5,0);
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glColor4f(1,1,1,1);
- XYZ midpoint;
- float itemsize;
-
- itemsize=400/2;
- midpoint=0;
- midpoint.x=150+itemsize;
- midpoint.y=60+itemsize;
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- }
-
- for(int i=0; i<numlevelsonmap;i++) { // show levels on the map
- glEnable(GL_ALPHA_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glColor4f(1,0,0,1);
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
-
- //Draw world, draw map
- glTranslatef(2,-5,0);
-
- if(i<numlevelsonmap-1)
- {
- XYZ linestart,lineend,offset;
- XYZ fac;
- float startsize;
- float endsize;
- linestart=0;
- lineend=0;
- offset=0;
- linestart=campaignlevels[i].getCenter();
- lineend=campaignlevels[i+1].getCenter();
- offset=lineend-linestart;
- fac=offset;
- Normalise(&fac);
- offset=DoRotation(offset,0,0,90);
- Normalise(&offset);
- glDisable(GL_TEXTURE_2D);
-
- if(i+1<accountactive->getCampaignChoicesMade()){
- glColor4f(0.5,0,0,1);
- endsize=.5;
- } else {
- glColor4f(1,0,0,1);
- endsize=1;
- }
- startsize=.5;
-
- linestart+=fac*4*startsize;
- lineend-=fac*4*endsize;
-
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_TEXTURE_2D);
- }
-
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- XYZ midpoint;
- float itemsize;
- itemsize=campaignlevels[i].getWidth()/2;
- midpoint=campaignlevels[i].getCenter();
- if(i < accountactive->getCampaignChoicesMade()) {
- glColor4f(0.5,0,0,1);
- itemsize*=.5;
- } else {
- glColor4f(1,0,0,1);
- }
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- for(int j=0;j<10;j++)
- {
- if(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i])>0)
- {
- glColor4f(1,0,0,(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i]))*.25);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ Menu::drawItems();
- if(i>=accountactive->getCampaignChoicesMade()){
- text.glPrintOutlined(0.9,0,0,campaignlevels[i].getStartX()+10,
- campaignlevels[i].getStartY()-4,
- campaignlevels[i].description.c_str(),0,0.6,640,480);
- glDisable(GL_DEPTH_TEST);
- }
- }
-
+ //draw mouse cursor
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix();
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glPopMatrix();
- if(!waiting) { // hide the cursor while waiting for a key
+ if(!Game::waiting) { // hide the cursor while waiting for a key
glPushMatrix();
- glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
+ glTranslatef(Game::mousecoordh-screenwidth/2,Game::mousecoordv*-1+screenheight/2,0);
glScalef((float)screenwidth/64,(float)screenwidth/64,1);
glTranslatef(1,-1,0);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,1,1,1);
- glBindTexture( GL_TEXTURE_2D, cursortexture);
+ Game::cursortexture.bind();
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glPopMatrix();
- if(flashamount>0)
- {
- if(flashamount>1)flashamount=1;
- if(flashdelay<=0)flashamount-=multiplier;
- flashdelay--;
- if(flashamount<0)flashamount=0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(flashr,flashg,flashb,flashamount);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ //draw screen flash
+ if(flashamount>0)
+ {
+ if(flashamount>1)flashamount=1;
+ if(flashdelay<=0)flashamount-=multiplier;
+ flashdelay--;
+ if(flashamount<0)flashamount=0;
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glScalef(screenwidth,screenheight,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(flashr,flashg,flashb,flashamount);
+ glBegin(GL_QUADS);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(256, 0, 0.0f);
+ glVertex3f(256, 256, 0.0f);
+ glVertex3f(0, 256, 0.0f);
+ glEnd();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
}