+/*********************> DrawGLScene() <*****/
+int Game::DrawGLScene(StereoSide side)
+{
+ static float texcoordwidth, texcoordheight;
+ static float texviewwidth, texviewheight;
+ static int l;
+ static XYZ checkpoint;
+ static float tempmult;
+ float tutorialopac;
+ static char string[256] = "";
+ static char string2[256] = "";
+ static char string3[256] = "";
+ static int drawmode = 0;
+
+ if ( stereomode == stereoAnaglyph ) {
+ switch (side) {
+ case stereoLeft:
+ glColorMask( 0.0, 1.0, 1.0, 1.0 );
+ break;
+ case stereoRight:
+ glColorMask( 1.0, 0.0, 0.0, 1.0 );
+ break;
+ default:
+ break;
+ }
+ } else {
+ glColorMask( 1.0, 1.0, 1.0, 1.0 );
+
+ if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+ glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
+ }
+ }
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ tempmult = multiplier;
+ multiplier = 0;
+ }
+
+ if (!mainmenu) {
+ if (editorenabled) {
+ numboundaries = mapradius * 2;
+ if (numboundaries > 360)
+ numboundaries = 360;
+ for (int i = 0; i < numboundaries; i++) {
+ boundary[i] = 0;
+ boundary[i].z = 1;
+ boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
+ }
+ }
+
+ SetUpLighting();
+
+ static int changed;
+ changed = 0;
+
+ int olddrawmode = drawmode;
+ if (ismotionblur && !loading) {
+ if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
+ drawmode = motionblurmode;
+ motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
+ changed = 1;
+ }
+ if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
+ drawmode = doublevisionmode;
+ changed = 1;
+ }
+ }
+
+ if (slomo && !loading) {
+ if (ismotionblur)
+ drawmode = motionblurmode;
+ motionbluramount = .2;
+ slomodelay -= multiplier;
+ 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;
+ drawmode = realmotionblurmode;
+ } 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 (winfreeze || mainmenu)
+ drawmode = normalmode;
+
+ if (drawtoggle != 2)
+ drawtoggle = 1 - drawtoggle;
+
+ if (!texcoordwidth) {
+ texviewwidth = kTextureSize;
+ if (texviewwidth > screenwidth)
+ texviewwidth = screenwidth;
+ texviewheight = kTextureSize;
+ if (texviewheight > screenheight)
+ texviewheight = screenheight;
+
+ texcoordwidth = screenwidth / kTextureSize;
+ texcoordheight = screenheight / kTextureSize;
+ if (texcoordwidth > 1)
+ texcoordwidth = 1;
+ if (texcoordheight > 1)
+ texcoordheight = 1;
+ }
+
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+
+ static XYZ terrainlight;
+ static float distance;
+ 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);
+ glEnable(GL_ALPHA_TEST);
+ glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode (GL_MODELVIEW);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glLoadIdentity ();
+
+ // Move the camera for the current eye's point of view.
+ // 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);
+ //sway
+ glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
+ glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
+ }
+ if (cameramode || freeze || winfreeze) {
+ glRotatef(pitch, 1, 0, 0);
+ glRotatef(yaw, 0, 1, 0);
+ }
+
+ if (environment == desertenvironment) {
+ glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
+ glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
+ }
+ SetUpLight(&light, 0);
+ glPushMatrix();
+
+ //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();
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+ glPopMatrix();
+ glTranslatef(-viewer.x, -viewer.y, -viewer.z);
+ frustum.GetFrustum();
+
+ //make shadow decals on terrain and objects
+ static XYZ point;
+ static float size, opacity, rotation;
+ rotation = 0;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ size = .4f;
+ opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ }
+ terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ 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 ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
+ if (Person::players[k]->skeleton.free)
+ point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
+ else
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ size = .4f;
+ opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ }
+ terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ if (Person::players[k]->skeleton.free)
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ else
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ 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 (!Person::players[k]->playerdetail)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
+ point = Person::players[k]->coords;
+ size = .7;
+ opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
+ terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ size = .7;
+ opacity = .4f;
+ objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ }
+ }
+ }
+
+ //Terrain
+ glEnable(GL_TEXTURE_2D);
+ glDepthMask(1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ terraintexture.bind();
+ terrain.draw(0);
+ terraintexture2.bind();
+ terrain.draw(1);
+
+ terrain.drawdecals();
+
+ //Model
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glDepthMask(1);
+
+ glEnable(GL_COLOR_MATERIAL);
+
+ if (!cellophane) {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ glDepthMask(1);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k == 0 || tutoriallevel != 1) {
+ glEnable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ distance = distsq(&viewer, &Person::players[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 >= .5) {
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ checkpoint.y += 1;
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1)
+ i = checkcollide(viewer, checkpoint);
+ if (i != -1) {
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
+ } else {
+ Person::players[k]->occluded = 0;
+ }
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
+ }
+ }
+ }
+ }
+
+ if (!cameramode && musictype == stream_fighttheme)
+ playerdist = distsqflat(&Person::players[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);
+ glDepthMask(1);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
+ glRotatef(hawkyaw, 0, 1, 0);
+ glTranslatef(25, 0, 0);
+ 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 > 0)
+ hawk.drawdifftex(hawktexture);
+ }
+ glPopMatrix();
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ glDepthMask(1);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!(k == 0 || tutoriallevel != 1)) {
+ glEnable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ distance = distsq(&viewer, &Person::players[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 >= .5) {
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ checkpoint.y += 1;
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1)
+ i = checkcollide(viewer, checkpoint);
+ if (i != -1) {
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
+ } else {
+ Person::players[k]->occluded = 0;
+ }
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
+ }
+ }
+ }
+
+ glPushMatrix();
+ glEnable(GL_TEXTURE_2D);
+ weapons.Draw();
+ glPopMatrix();
+ glCullFace(GL_BACK);
+
+ glDisable(GL_COLOR_MATERIAL);
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+
+ glDepthMask(0);
+
+ Sprite::Draw();
+
+ //waypoints, pathpoints in editor
+ if (editorenabled) {
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_COLOR_MATERIAL);
+ glColor4f(1, 1, 0, 1);
+
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (Person::players[k]->numwaypoints > 1) {
+ glBegin(GL_LINE_LOOP);
+ for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
+ glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
+ }
+ glEnd();
+ }
+ }
+
+
+ if (numpathpoints > 1) {
+ glColor4f(0, 1, 0, 1);
+ for (unsigned k = 0; int(k) < numpathpoints; k++) {
+ if (numpathpointconnect[k]) {
+ for (int i = 0; i < numpathpointconnect[k]; i++) {
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
+ glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
+ glEnd();
+ }
+ }
+ }
+ glColor4f(1, 1, 1, 1);
+ glPointSize(4);
+ glBegin(GL_POINTS);
+ glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
+ glEnd();
+ }
+ }
+
+ //Text
+
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(.5, .5, .5, 1);
+ if (!console) {
+ if (!tutoriallevel)
+ if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) {
+ const char *bonus_name;
+ if (bonus < bonus_count)
+ bonus_name = bonus_names[bonus];
+ else
+ 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);
+ 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);
+
+ 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);
+ 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);
+ 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.");
+ 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.");
+ 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) {
+ float closestdist = -1;
+ float distance = 0;
+ int closest = currenthotspot;
+ for (int i = 0; i < numhotspots; i++) {
+ distance = distsq(&Person::players[0]->coords, &hotspot[i]);
+ if (closestdist == -1 || distance < closestdist) {
+ if (distsq(&Person::players[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(&Person::players[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;
+ int 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 (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
+ Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
+ Person::players[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, Person::players[participantfocus[whichdialogue][indialogue]]->coords);
+ }
+ }
+ }
+ }
+
+ if (indialogue != -1 && !mainmenu) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ 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 (int i = 0; i < 264; i++) {
+ tempname[i] = '\0';
+ }
+
+ for (int 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 (int 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;
+ int 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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)Person::players[0]->damage) / Person::players[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)Person::players[0]->bloodloss) / Person::players[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)Person::players[0]->damage) / Person::players[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)Person::players[0]->permanentdamage) / Person::players[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)Person::players[0]->superpermanentdamage) / Person::players[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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ // writing the numbers :
+ sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[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: %lu", Person::players.size());
+ text->glPrint(10, 155, string, 0, .8, 1024, 768);
+ sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->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) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .5);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if (Person::players[0]->dead)
+ blackout += multiplier * 3;
+ if (Person::players[0]->dead == 1)
+ blackout = .4f;
+ if (Person::players[0]->dead == 2 && blackout > .6)
+ blackout = .6;
+ glColor4f(0, 0, 0, blackout);
+ if (!Person::players[0]->dead) {
+ if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
+ blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
+ } else {
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
+ blackout = Person::players[0]->blooddimamount * .3;
+ }
+ }
+ if (console)
+ glColor4f(.7, 0, 0, .2);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (flashamount > 0 && damageeffects) {
+ if (flashamount > 1)
+ flashamount = 1;
+ if (flashdelay <= 0)
+ flashamount -= multiplier;
+ flashdelay--;
+ if (flashamount < 0)
+ flashamount = 0;
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (!console) {
+ displaytime[0] = 0;
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ for (unsigned i = 1; i < 15; i++)
+ if (displaytime[i] < 4)
+ for (unsigned j = 0; j < displaytext[i].size(); j++) {
+ glColor4f(1, 1, 1, 4 - displaytime[i]);
+ sprintf (string, "%c", displaytext[i][j]);
+ text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
+ }
+ }
+
+ if (difficulty < 2 && indialogue == -1) { // minimap
+ float mapviewdist = 20000;
+
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
+ glTranslatef(1.75, .25, 0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glPushMatrix();
+ float opac = .7;
+ XYZ center;
+ float radius;
+ float distcheck;
+
+ center = Person::players[0]->coords;
+
+ radius = 110;
+
+ glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
+ glPushMatrix();
+ glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
+ glPopMatrix();
+ glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
+ glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
+ for (int i = 0; i < objects.numobjects; i++) {
+ if (objects.type[i] == treetrunktype) {
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ if (distcheck < mapviewdist) {
+ 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.yaw[i], 0, 0, 1);
+ glScalef(.003, .003, .003);
+ 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);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ if (objects.type[i] == boxtype) {
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ if (distcheck < mapviewdist) {
+ 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.yaw[i], 0, 0, 1);
+ glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+ 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);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ }
+ if (editorenabled) {
+ Mapcircletexture.bind();
+ for (int i = 0; i < numboundaries; i++) {
+ glColor4f(0, 0, 0, opac / 3);
+ glPushMatrix();
+ glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
+ glScalef(.002, .002, .002);
+ 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);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
+ if (distcheck < mapviewdist) {
+ glPushMatrix();
+ Maparrowtexture.bind();
+ if (i == 0)
+ glColor4f(1, 1, 1, opac);
+ else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
+ glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->dead)
+ glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->aitype == attacktypecutoff)
+ glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->aitype == passivetype)
+ glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
+ else
+ glColor4f(1, 1, 0, 1);
+ glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
+ glScalef(.005, .005, .005);
+ 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);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .7);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ //logo
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+
+ //Minimap
+
+ if (loading != 4) {
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ sprintf (string, "Loading...");
+ text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
+ }
+ loading = 2;
+ drawmode = normalmode;
+ }
+
+ if (winfreeze && !campaign) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .4);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ //logo
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+
+ //Win Screen Won Victory
+
+ 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);
+
+ sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal));
+ 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);
+
+ char temp[255];
+
+ for (int i = 0; i < 255; i++)
+ string[i] = '\0';
+ sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
+ strcat(string, temp);
+ 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);
+
+ //Awards
+ int awards[award_count];
+ int numawards = award_awards(awards);
+
+ for (int 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);
+ }
+
+ if (drawmode != normalmode) {
+ glEnable(GL_TEXTURE_2D);
+ glFinish();
+ if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
+ if (screentexture) {
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
+
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
+ }
+ }
+ if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
+ if (screentexture2) {
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
+ }
+ if (!screentexture2) {
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+
+ glGenTextures( 1, &screentexture2 );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
+ }
+ }
+ }
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ Game::ReSizeGLScene(90, .1f);
+ glViewport(0, 0, screenwidth, screenheight);
+
+ if (drawmode != normalmode) {
+ glDisable(GL_DEPTH_TEST);
+ if (drawmode == motionblurmode) {
+ glDrawBuffer(GL_FRONT);
+ glReadBuffer(GL_BACK);
+ }
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
+ glTranslatef(1, 1, 0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if (drawmode == motionblurmode) {
+ if (motionbluramount < .2)
+ motionbluramount = .2;
+ glColor4f(1, 1, 1, motionbluramount);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ if (drawmode == realmotionblurmode) {
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ glColor4f(1, 1, 1, .5);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glColor4f(1, 1, 1, .5);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ if (drawmode == doublevisionmode) {
+ static float crosseyedness;
+ crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
+ if (crosseyedness > 1)
+ crosseyedness = 1;
+ if (crosseyedness < 0)
+ crosseyedness = 0;
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+ glPushMatrix();
+ glScalef(1, 1, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ if (crosseyedness) {
+ glColor4f(1, 1, 1, .5);
+ glEnable(GL_BLEND);
+ glPushMatrix();
+ glTranslatef(.015 * crosseyedness, 0, 0);
+ glScalef(1, 1, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ if (drawmode == glowmode) {
+ glColor4f(.5, .5, .5, .5);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glPushMatrix();
+ glTranslatef(.01, 0, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(-.01, 0, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(.0, .01, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0, -.01, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ if (drawmode == radialzoommode) {
+ for (int i = 0; i < 3; i++) {
+ glColor4f(1, 1, 1, 1 / ((float)i + 1));
+ glPushMatrix();
+ glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (console) {
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ int offset = 0;
+ if (consoleselected >= 60)
+ offset = consoleselected - 60;
+ sprintf (string, " ]");
+ 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);
+ }
+ for (unsigned i = 0; i < 15; i++)
+ for (unsigned j = 0; j < consoletext[i].size(); j++) {
+ glColor4f(1, 1, 1, 1 - (float)(i) / 16);
+ sprintf (string, "%c", consoletext[i][j]);
+ text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
+ }
+ }
+ }
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ multiplier = tempmult;
+ }
+
+ if (mainmenu) {
+ DrawMenu();
+ }
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ tempmult = multiplier;
+ multiplier = 0;
+ }
+
+ if ( side == stereoRight || side == stereoCenter ) {
+ if (drawmode != motionblurmode || mainmenu) {
+ swap_gl_buffers();
+ }
+ }
+
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+
+ weapons.DoStuff();
+
+ if (drawtoggle == 2)
+ drawtoggle = 0;
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ multiplier = tempmult;
+ }
+ //Jordan fixed your warning!
+ return 0;