-int Game::DrawGLScene(void)
-{
- static float texcoordwidth,texcoordheight;
- static float texviewwidth, texviewheight;
- static int i,j,k,l;
- static GLubyte color;
- static float newbrightness;
- static float changespeed;
- static XYZ checkpoint;
- static float tempmult;
- float tutorialopac;
- static char string[256]="";
- static char string2[256]="";
- static char string3[256]="";
-
- static float lastcheck;
-
- lastcheck+=multiplier;
-
- glColorMask( 1.0, 1.0, 1.0, 1.0 );
-
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
- tempmult=multiplier;
- multiplier=0;
- }
-
- if(!mainmenu){
- if(editorenabled){
- numboundaries=mapradius*2;
- if(numboundaries>360)numboundaries=360;
- for(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;
-
- olddrawmode=drawmode;
- if(ismotionblur&&!loading){
- if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
- drawmode=motionblurmode;
- motionbluramount=200/(findLengthfast(&player[0].velocity));
- changed=1;
- }
- if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[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;
-
- //drawmode=glowmode;
- if(drawmode==glowmode){
- RGBColor color2;
- color2.red=0;
- color2.green=0;
- color2.blue=0;
-#if PLATFORM_MACOSX
- DSpContext_FadeGamma(NULL,200,&color2);
-#endif
- }
-
- 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);
-
- /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 );
- else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
- */
- if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
- blurness=targetblurness;
- targetblurness=(float)(abs(Random()%100))/40;
- }
- if(blurness<targetblurness)blurness+=multiplier*5;
- if(blurness>targetblurness)blurness-=multiplier*5;
-
- //glFinish();
- static XYZ terrainlight;
- static float distance;
- //if(drawmode==normalmode)ReSizeGLScene(90,.1);
- if(drawmode==normalmode)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 ();
- if(!cameramode&&!freeze&&!winfreeze){
- 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);
- }
- if(cameramode||freeze||winfreeze){
- //glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
- glRotatef(rotation2,1,0,0);
- glRotatef(rotation,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);
- //glRotatef(blurness/40-1,1,0,0);
- //glRotatef(blurness/40-1,0,1,0);
- }
- SetUpLight(&light,0);
- glPushMatrix();
- 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
- static XYZ point;
- static float size,opacity,rotation;
- rotation=0;
- for(k=0;k<numplayers;k++){
- if(!player[k].skeleton.free&&player[k].playerdetail&&player[k].howactive<typesleeping)
- 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;
- 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){
- 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,rotation);
- if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
- 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);
- 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].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);
- if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
- 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);
- if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
- 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);
- }
- }
- }
-
- //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);
- glBindTexture( GL_TEXTURE_2D, terraintexture);
- terrain.draw(0);
- glBindTexture( GL_TEXTURE_2D, terraintexture2);
- terrain.draw(1);
- //glBindTexture( GL_TEXTURE_2D, terraintexture3);
- //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- //terrain.draw(2);
-
- terrain.drawdecals();
-
- //Model
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glDepthMask(1);
-
- glEnable(GL_COLOR_MATERIAL);
-
- test=2;
- tilt2weird=0;
- tiltweird=0;
- midweird=0;
- proportionweird=0;
- vertexweird[0]=0;
- vertexweird[1]=0;
- vertexweird[2]=0;
- vertexweird[3]=0;
- vertexweird[4]=0;
- vertexweird[5]=0;
-
- if(!cellophane){
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(k=0;k<numplayers;k++){
- if(k==0||tutoriallevel!=1){
- glEnable(GL_BLEND);
- glEnable(GL_LIGHTING);
- terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&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>=.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.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(i!=-1){
- player[k].occluded+=1;
- player[k].lastoccluded=i;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
- }
- }
- }
- }
-
- if(!cameramode&&musictype==stream_music2)playerdist=findDistancefastflat(&player[0].coords,&viewer);
- else playerdist=-100;
- glPushMatrix();
- glCullFace(GL_BACK);
- glEnable(GL_TEXTURE_2D);
- objects.Draw();
- glPopMatrix();
-
- 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(hawkrotation,0,1,0);
- glTranslatef(25,0,0);
- distance=findDistancefast(&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();
-
- //if(cellophane){
- /*glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(k=0;k<numplayers;k++){
- glEnable(GL_BLEND);
- glEnable(GL_LIGHTING);
- terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&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>0){
- 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.y+=1;
- if(checkcollide(viewer,checkpoint)){
- player[k].occluded+=1;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
- }
- }*/
-
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(k=0;k<numplayers;k++){
- if(!(k==0||tutoriallevel!=1)){
- glEnable(GL_BLEND);
- glEnable(GL_LIGHTING);
- terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&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>=.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.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(i!=-1){
- player[k].occluded+=1;
- player[k].lastoccluded=i;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[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);
-
- sprites.Draw();
-
- if(editorenabled){
- glEnable(GL_BLEND);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_COLOR_MATERIAL);
- glColor4f(1,1,0,1);
-
- for(k=0;k<numplayers;k++){
- if(player[k].numwaypoints>1){
- glBegin(GL_LINE_LOOP);
- for(i=0;i<player[k].numwaypoints;i++){
- glVertex3f(player[k].waypoints[i].x,player[k].waypoints[i].y+.5,player[k].waypoints[i].z);
- }
- glEnd();
- }
- }
-
-
- if(numpathpoints>1){
- glColor4f(0,1,0,1);
- for(k=0;k<numpathpoints;k++){
- if(numpathpointconnect[k]){
- for(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){
- sprintf (string, " ",(int)(fps));
- text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
-
- if(!tutoriallevel)
- if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
- if(bonus==tracheotomy)sprintf (string, "Tracheotomy!");
- else if(bonus==backstab)sprintf (string, "Backstabber!");
- else if(bonus==spinecrusher)sprintf (string, "Spinecrusher!");
- else if(bonus==ninja)sprintf (string, "Ninja Bonus!");
- else if(bonus==style)sprintf (string, "Style Bonus!");
- else if(bonus==cannon)sprintf (string, "Leg Cannon!");
- else if(bonus==aimbonus)sprintf (string, "Nice Aim!");
- else if(bonus==deepimpact)sprintf (string, "Heavy Impact!");
- else if(bonus==touchofdeath)sprintf (string, "Touch of Death!");
- else if(bonus==swordreversebonus)sprintf (string, "Sword Disarm!");
- else if(bonus==staffreversebonus)sprintf (string, "Staff Disarm!");
- else if(bonus==reverseko)sprintf (string, "Reversal KO!");
- else if(bonus==solidhit)sprintf (string, "Solid Hit!");
- else if(bonus==twoxcombo)sprintf (string, "2X Combo!");
- else if(bonus==threexcombo)sprintf (string, "3X Combo!");
- else if(bonus==fourxcombo)sprintf (string, "4X COMBO!");
- else if(bonus==megacombo)sprintf (string, "MEGA COMBO!");
- else if(bonus==Reversal)sprintf (string, "Reversal!");
- else if(bonus==Stabbonus)sprintf (string, "Punctured!");
- else if(bonus==Slicebonus)sprintf (string, "Sliced!");
- else if(bonus==Bullseyebonus)sprintf (string, "Bullseye!");
- else if(bonus==Slashbonus)sprintf (string, "Slashed!");
- else if(bonus==Wolfbonus)sprintf (string, "WOLF SLAYER!");
- else if(bonus==FinishedBonus)sprintf (string, "SLAIN!");
- else if(bonus==TackleBonus)sprintf (string, "Tackle!");
- else if(bonus==AboveBonus)sprintf (string, "Death from Above!");
- else sprintf (string, "Excellent!");
-
- glColor4f(0,0,0,1-bonustime);
- text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768);
- glColor4f(1,0,0,1-bonustime);
- text.glPrint(1024/2-10*strlen(string),768/16+768*4/5,string,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.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey));
- sprintf (string2, "All movement is relative to the camera.");
- sprintf (string3, " ");
- }
- if(tutorialstage==5){
- sprintf (string, "Please press %s to jump.",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.",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.",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",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.",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==MAC_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.",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==MAC_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", KeyToChar(attackkey));
- sprintf (string3, "the jump key (%s) to attack.",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==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey));
- else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),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.",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",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.",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.",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.",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.",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;
- int line=0;
- bool done=0;
- lastline=0;
- 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){
- static float gLoc[3];
- static float vel[3];
- gLoc[0]=player[participantfocus[whichdialogue][indialogue]].coords.x;
- gLoc[1]=player[participantfocus[whichdialogue][indialogue]].coords.y;
- gLoc[2]=player[participantfocus[whichdialogue][indialogue]].coords.z;
- vel[0]=0;
- vel[1]=0;
- vel[2]=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;
- PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
- OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
- OPENAL_SetVolume(channels[whichsoundplay], 256);
- OPENAL_SetPaused(channels[whichsoundplay], false);
- }
- }
- }
- }
-
- 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[64];
- char tempname[264];
- bool goodchar;
- int tempnum=0;
-// for(i=0;i<64;i++){
- 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(tempnum>2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0;
- //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')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;
- int line=0;
- bool done=0;
- lastline=0;
- 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)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal);
- if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(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.");
- if(!editorenabled)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);
- if(editortype==boxtype)sprintf (string, "(box)");
- if(editortype==treetrunktype)sprintf (string, "(tree)");
- if(editortype==walltype)sprintf (string, "(wall)");
- if(editortype==weirdtype)sprintf (string, "(weird)");
- if(editortype==spiketype)sprintf (string, "(spike)");
- if(editortype==rocktype)sprintf (string, "(rock)");
- if(editortype==bushtype)sprintf (string, "(bush)");
- if(editortype==tunneltype)sprintf (string, "(tunnel)");
- if(editortype==chimneytype)sprintf (string, "(chimney)");
- if(editortype==platformtype)sprintf (string, "(platform)");
- if(editortype==cooltype)sprintf (string, "(cool)");
- if(editortype==firetype)sprintf (string, "(fire)");
- 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, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z);
- text.glPrint(10,200,string,0,.8,1024,768);*/
- sprintf (string, "Difficulty: %d",difficulty);
- text.glPrint(10,240,string,0,.8,1024,768);
- /*
- sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]);
- text.glPrint(10,240,string,0,.8,1024,768);
- sprintf (string, "killhotspot: %d",killhotspot);
- text.glPrint(10,220,string,0,.8,1024,768);
- sprintf (string, "winhotspot: %d",winhotspot);
- text.glPrint(10,200,string,0,.8,1024,768);*/
-
- }
- }
-
- if(drawmode==glowmode){
- 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(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); // 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);
- }
-
- if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
- 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);
- if(player[0].dead)blackout+=multiplier*3;
- if(player[0].dead==1)blackout=.4f;
- if(player[0].dead==2&&blackout>.6)blackout=.6;
- glColor4f(0,0,0,blackout);
- if(!player[0].dead){
- if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
- glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
- blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
- }
- else {
- glColor4f(0,0,0,player[0].blooddimamount*.3);
- blackout=player[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); // 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);
- }
-
- if(flashamount>0&&damageeffects){
- 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);
- 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);
- }
-
- 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);
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
- }
- }
- for(i=0;i<15;i++){
- if((i!=0||chatting)&&displaytime[i]<4)
- for(j=0;j<displaychars[i];j++){
- glColor4f(1,1,1,4-displaytime[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);
- }
- }
- }
- }
-
- if(minimap&&indialogue==-1){
- float mapviewdist;
- 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); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- 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((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;
- opac=.7;
- XYZ center;
- float radius;
- float distcheck;
- center=0;
- int numliveplayers=0;
- for(i=0;i<numplayers;i++){
- if(!player[i].dead)numliveplayers++;
- }
-
- int numadd;
- numadd=0;
-
- for(i=0;i<objects.numobjects;i++){
- if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
- center+=objects.position[i];
- numadd++;
- }
- }
- for(i=0;i<numplayers;i++){
- if(!player[i].dead)center+=player[i].coords;
- }
- center/=numadd+numliveplayers;
-
- center=player[0].coords;
-
- float maxdistance=0;
- float tempdist;
- int whichclosest;
- for(i=0;i<objects.numobjects;i++){
- tempdist=findDistancefast(¢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);
- if(tempdist>maxdistance){
- whichclosest=i;
- maxdistance=tempdist;
- }
- }
- }
- radius=fast_sqrt(maxdistance);
-
- 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);
- /*float startx,starty,endx,endy;
- glBegin(GL_QUADS);
- glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
- glVertex3f(-1, 1, 0.0f);
- glEnd();*/
- glPopMatrix();
- glRotatef(player[0].lookrotation*-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]);
- if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- 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);
- 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=findDistancefast(&player[0].coords,&objects.position[i]);
- if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
- 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);
- 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){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- for(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(i=0;i<numplayers;i++){
- distcheck=findDistancefast(&player[0].coords,&player[i].coords);
- if(distcheck<mapviewdist){
- glPushMatrix();
- glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
- 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==attacktypecutoff)glColor4f(1,0,0,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);
- 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();
- /*glBegin(GL_TRIANGLES);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(0, 1, 0.0f);
- glEnd();*/
- glPopMatrix();
- }
- }
- /*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();
- glDisable(GL_TEXTURE_2D);
- 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);
- }
-
- /*if(loading){
- loading=2;
- drawmode=normalmode;
- }*/
-
-
- if(loading&&!stealthloading&&(!campaign||player[0].dead)){
- 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(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); // 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);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
- /*glBindTexture( GL_TEXTURE_2D, logotexture);
- 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); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- 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((float)screenwidth/2,(float)screenwidth/2,1);
- glTranslatef(1.8,1.25,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1,1,1,1);
- 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);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- 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);*/
-
- //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;
- //if(ismotionblur)drawmode=motionblurmode;
- drawmode=normalmode;
- }
-
- if(winfreeze&&!campaign){
- 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(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); // 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);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
- /*glBindTexture( GL_TEXTURE_2D, logotexture);
- 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); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- 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((float)screenwidth/2,(float)screenwidth/2,1);
- glTranslatef(1.8,1.25,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1,1,1,1);
- 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);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- 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);*/
-
- //Awards
- int numawards;
- int awards[30];
- numawards=0;
-
- if(damagetaken==0&&player[0].bloodloss==0){
- awards[numawards]=awardflawless;
- numawards++;
- }
- bool alldead;
- alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardalldead;
- numawards++;
- }
- alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=1)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardnodead;
- numawards++;
- }
- if(numresponded==0&&!numthrowkill){
- awards[numawards]=awardstealth;
- numawards++;
- }
- if(numattacks==numstaffattack&&numattacks>0){
- awards[numawards]=awardbojutsu;
- numawards++;
- }
- if(numattacks==numswordattack&&numattacks>0){
- awards[numawards]=awardswordsman;
- numawards++;
- }
- if(numattacks==numknifeattack&&numattacks>0){
- awards[numawards]=awardknifefighter;
- numawards++;
- }
- if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
- awards[numawards]=awardkungfu;
- numawards++;
- }
- if(numescaped>0){
- awards[numawards]=awardevasion;
- numawards++;
- }
- if(numflipfail==0&&numflipped+numwallflipped*2>20){
- awards[numawards]=awardacrobat;
- numawards++;
- }
- if(numthrowkill==numplayers-1){
- awards[numawards]=awardlongrange;
- numawards++;
- }
- alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(numafterkill>0&&alldead){
- awards[numawards]=awardbrutal;
- numawards++;
- }
- if(numreversals>((float)numattacks)*.8&&numreversals>3){
- awards[numawards]=awardaikido;
- numawards++;
- }
- if(maxalarmed==1&&numplayers>2){
- awards[numawards]=awardstrategy;
- numawards++;
- }
- if(numflipfail>3){
- awards[numawards]=awardklutz;
- numawards++;
- }
-
-
- //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 to return to menu or Space to continue");
- if(campaign)sprintf (string, "Press Escape or Space to continue");
- text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
-
- char temp[255];
-
- for(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);
-
- for(i=0;i<numawards;i++){
- if(i<6){
- if(awards[i]==awardklutz)sprintf (string, "Suicidal");
- if(awards[i]==awardflawless)sprintf (string, "Flawless!");
- if(awards[i]==awardalldead)sprintf (string, "Take no prisoners");
- if(awards[i]==awardnodead)sprintf (string, "Merciful");
- if(awards[i]==awardstealth)sprintf (string, "One with the shadows!");
- if(awards[i]==awardswordsman)sprintf (string, "Swordsman");
- if(awards[i]==awardkungfu)sprintf (string, "Unarmed!");
- if(awards[i]==awardknifefighter)sprintf (string, "Knife fighter");
- if(awards[i]==awardcoward)sprintf (string, "Coward");
- if(awards[i]==awardevasion)sprintf (string, "Escape artist");
- if(awards[i]==awardacrobat)sprintf (string, "Gymnast");
- if(awards[i]==awardlongrange)sprintf (string, "Blade slinger");
- if(awards[i]==awardbrutal)sprintf (string, "Brutal");
- if(awards[i]==awardhyper)sprintf (string, "Hyper");
- if(awards[i]==awardaikido)sprintf (string, "Aikido master!");
- if(awards[i]==awardrambo)sprintf (string, "Rambo");
- if(awards[i]==awardfast)sprintf (string, "Fast");
- if(awards[i]==awardrealfast)sprintf (string, "Real fast");
- if(awards[i]==awarddamnfast)sprintf (string, "Damn fast");
- if(awards[i]==awardstrategy)sprintf (string, "Divide and conquer");
- if(awards[i]==awardbojutsu)sprintf (string, "Bojutsu");
- text.glPrintOutlined(1024/30,768*6/8-90-40*i,string,1,2,1024,768);
- }
- }
-
- //drawmode=normalmode;
- }
-
- 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_COMBINE_RGB_EXT, GL_SUBTRACT);
- 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);
- }
- }
- //glFlush();
- }
-
- glClear(GL_DEPTH_BUFFER_BIT);
- ReSizeGLScene(90,.1f);
- glViewport(0,0,screenwidth,screenheight);
-
- if(drawmode!=normalmode){
- glDisable(GL_DEPTH_TEST);
- if(drawmode==motionblurmode){
- glDrawBuffer(GL_FRONT);
- glReadBuffer(GL_BACK);
- //myassert(glGetError() == GL_NO_ERROR);
- //glFlush();
- }
- 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); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- 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((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,fast_sqrt(multiplier)*2.9*motionbluramount);
- 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(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[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(i=0;i<3;i++){
- //glRotatef((float)i*.1,0,0,1);
- 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); // 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);
- }
-
- if(console){
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- if(console){
- int offset;
- 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(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);
- }
- }
- }
- }
- }
- }
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
- multiplier=tempmult;
- }
-
- if(mainmenu){
-
- // !!! 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(oldmainmenu==1||oldmainmenu==0){
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
- LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
- loaddistrib=0;
- }*/
- }
- if(mainmenu==2){
- LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
- LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
- /*if(oldmainmenu==2||oldmainmenu==0){
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
- LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
- loaddistrib=0;
- }*/
- }
- }
- if(lastcheck>.5||oldmainmenu!=mainmenu){
- if(mainmenu==5){
- ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
- //campaignnumlevels=0;
- //accountcampaignchoicesmade[accountactive]=0;
- ipstream.ignore(256,':');
- ipstream >> campaignnumlevels;
- for(i=0;i<campaignnumlevels;i++){
- ipstream.ignore(256,':');
- ipstream.ignore(256,':');
- ipstream.ignore(256,' ');
- ipstream >> campaignmapname[i];
- ipstream.ignore(256,':');
- ipstream >> campaigndescription[i];
- for(j=0;j<256;j++){
- if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
- }
- ipstream.ignore(256,':');
- ipstream >> campaignchoosenext[i];
- ipstream.ignore(256,':');
- ipstream >> campaignnumnext[i];
- if(campaignnumnext[i])
- for(j=0;j<campaignnumnext[i];j++){
- ipstream.ignore(256,':');
- ipstream >> campaignnextlevel[i][j];
- campaignnextlevel[i][j]-=1;
- }
- ipstream.ignore(256,':');
- ipstream >> campaignlocationx[i];
- //campaignlocationx[i]-=30;
- ipstream.ignore(256,':');
- ipstream >> campaignlocationy[i];
- //campaignlocationy[i]+=30;
- }
- ipstream.close();
-
- for(i=0;i<campaignnumlevels;i++){
- levelvisible[i]=0;
- levelhighlight[i]=0;
- }
-
- levelorder[0]=0;
- levelvisible[0]=1;
- if(accountcampaignchoicesmade[accountactive])
- for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
- levelorder[i+1]=campaignnextlevel[levelorder[i]][accountcampaignchoices[accountactive][i]];
- levelvisible[levelorder[i+1]]=1;
- }
- int whichlevelstart;
- whichlevelstart=accountcampaignchoicesmade[accountactive]-1;
- if(whichlevelstart<0){
- accountcampaignscore[accountactive]=0;
- accountcampaignfasttime[accountactive]=0;
- campaignchoicenum=1;
- campaignchoicewhich[0]=0;
- }
- else
- {
- campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
- if(campaignchoicenum==0){
- if(accountcampaignscore[accountactive]>accountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive];
- if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive]<accountcampaignfasttime[accountactive])accountcampaignfasttime[accountactive]=accountcampaigntime[accountactive];
- }
- if(campaignchoicenum)
- for(i=0;i<campaignchoicenum;i++){
- campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
- levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- }
- }
- /*levelorder[0]=0;
- levelorder[1]=1;
- levelorder[2]=2;
- levelorder[3]=3;*/
- }
- }
- if(mainmenu==5){
- lastcheck=0;
- }
-
- texdetail=temptexdetail;
-
- /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
-
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){
- 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);
- 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(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(0,0,0,1.0);
- 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);
- 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);
- 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();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
-
- if(mainmenu==3){
- nummenuitems=12;
- 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;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- 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;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- 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;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- 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;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- 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;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
-
- if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)");
- if(decals==0)sprintf (menustring[5], "Decals: Disabled");
- startx[5]=10+60;
- starty[5]=300;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
-
- if(musictoggle==1)sprintf (menustring[6], "Music: Enabled");
- if(musictoggle==0)sprintf (menustring[6], "Music: Disabled");
- startx[6]=10+70;
- starty[6]=265;
- endx[6]=startx[6]+strlen(menustring[6])*10;
- endy[6]=starty[6]+20;
- movex[6]=0;
- movey[6]=0;
-
- if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes");
- if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No");
- startx[9]=10;
- starty[9]=230;
- endx[9]=startx[9]+strlen(menustring[9])*10;
- endy[9]=starty[9]+20;
- movex[9]=0;
- movey[9]=0;
-
- sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
- startx[10]=20;
- starty[10]=195;
- endx[10]=startx[10]+strlen(menustring[10])*10;
- endy[10]=starty[10]+20;
- movex[10]=0;
- movey[10]=0;
-
- sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
- startx[11]=10+60;
- starty[11]=155;
- endx[11]=startx[11]+strlen(menustring[11])*10;
- endy[11]=starty[11]+20;
- movex[11]=0;
- movey[11]=0;
-
- sprintf (menustring[7], "-Configure Controls-");
- startx[7]=10+15;
- starty[7]=100;
- endx[7]=startx[7]+strlen(menustring[7])*10;
- endy[7]=starty[7]+20;
- movex[7]=0;
- movey[7]=0;
-
- 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;
- endx[8]=startx[8]+strlen(menustring[8])*10;
- starty[8]=10;
- endy[8]=starty[8]+20;
- movex[8]=0;
- movey[8]=0;
- }
-
- if(mainmenu==4){
- nummenuitems=10;
- if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey));
- else sprintf (menustring[0], "Forwards: _");
- startx[0]=10;
- starty[0]=400;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey));
- else sprintf (menustring[1], "Back: _");
- startx[1]=10+40;
- starty[1]=360;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey));
- else sprintf (menustring[2], "Left: _");
- startx[2]=10+40;
- starty[2]=320;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey));
- else sprintf (menustring[3], "Right: _");
- startx[3]=10+30;
- starty[3]=280;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey));
- else sprintf (menustring[4], "Crouch: _");
- startx[4]=10+20;
- starty[4]=240;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
-
- if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey));
- else sprintf (menustring[5], "Jump: _");
- startx[5]=10+40;
- starty[5]=200;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
-
- if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey));
- else sprintf (menustring[6], "Draw: _");
- startx[6]=10+40;
- starty[6]=160;
- endx[6]=startx[6]+strlen(menustring[6])*10;
- endy[6]=starty[6]+20;
- movex[6]=0;
- movey[6]=0;
-
- if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey));
- else sprintf (menustring[7], "Throw: _");
- startx[7]=10+30;
- starty[7]=120;
- endx[7]=startx[7]+strlen(menustring[7])*10;
- endy[7]=starty[7]+20;
- movex[7]=0;
- movey[7]=0;
-
- if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey));
- else sprintf (menustring[8], "Attack: _");
- startx[8]=10+20;
- starty[8]=80;
- endx[8]=startx[8]+strlen(menustring[8])*10;
- endy[8]=starty[8]+20;
- movex[8]=0;
- movey[8]=0;
-
-
-
- sprintf (menustring[9], "Back");
- startx[9]=10;
- endx[9]=startx[9]+strlen(menustring[9])*10;
- starty[9]=10;
- endy[9]=starty[9]+20;
- movex[9]=0;
- movey[9]=0;
- }
- if(mainmenu==5){
- nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum;
-
- sprintf (menustring[0], "%s",accountname[accountactive]);
- startx[0]=5;
- starty[0]=400;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Tutorial");
- startx[1]=5;
- starty[1]=300;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "Challenge");
- startx[2]=5;
- starty[2]=240;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- sprintf (menustring[3], "Delete User");
- startx[3]=400;
- starty[3]=10;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- sprintf (menustring[4], "Main Menu");
- startx[4]=5;
- starty[4]=10;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
-
- sprintf (menustring[5], "Change User");
- startx[5]=5;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- starty[5]=180;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
-
- //World
-
- sprintf (menustring[6], "World");
- startx[6]=30+120;
- starty[6]=30+480-400-50;
- endx[6]=startx[6]+400;
- endy[6]=30+480-50;
- movex[6]=0;
- movey[6]=0;
-
- if(accountcampaignchoicesmade[accountactive])
- for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
- sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
- startx[7+i]=30+120+campaignlocationx[levelorder[i]]*400/512;
- starty[7+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512;
- endx[7+i]=startx[7+i]+10;
- endy[7+i]=starty[7+i]+10;
- movex[7+i]=0;
- movey[7+i]=0;
- }
-
- if(campaignchoicenum>0)
- for(i=accountcampaignchoicesmade[accountactive];i<accountcampaignchoicesmade[accountactive]+campaignchoicenum;i++){
- sprintf (menustring[7+i], "%s", campaigndescription[levelorder[i]]);
- startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]]*400/512;
- starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountcampaignchoicesmade[accountactive])]])*400/512;
- endx[7+i]=startx[7+i]+10;
- endy[7+i]=starty[7+i]+10;
- movex[7+i]=0;
- movey[7+i]=0;
- }
-
- /*sprintf (menustring[7], "Dot");
- startx[7]=120+260*400/512;
- starty[7]=30+(512-184)*400/512;
- endx[7]=startx[7]+10;
- endy[7]=starty[7]+10;
- movex[7]=0;
- movey[7]=0;
-
- sprintf (menustring[8], "Dot");
- startx[8]=120+129*400/512;
- starty[8]=30+(512-284)*400/512;
- endx[8]=startx[8]+10;
- endy[8]=starty[8]+10;
- movex[8]=0;
- movey[8]=0;
-
- sprintf (menustring[9], "Dot");
- startx[9]=120+358*400/512;
- starty[9]=30+(512-235)*400/512;
- endx[9]=startx[9]+10;
- endy[9]=starty[9]+10;
- movex[9]=0;
- movey[9]=0;
-
- sprintf (menustring[10], "Dot");
- startx[10]=120+359*400/512;
- starty[10]=30+(512-308)*400/512;
- endx[10]=startx[10]+10;
- endy[10]=starty[10]+10;
- movex[10]=0;
- movey[10]=0;
-
- sprintf (menustring[11], "Dot");
- startx[11]=120+288*400/512;
- starty[11]=30+(512-277)*400/512;
- endx[11]=startx[11]+10;
- endy[11]=starty[11]+10;
- movex[11]=0;
- movey[11]=0;*/
- }
-
- if(mainmenu==6){
- nummenuitems=3;
-
- sprintf (menustring[0], "Are you sure you want to delete this user?");
- startx[0]=10;
- starty[0]=400;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Yes");
- startx[1]=10;
- starty[1]=360;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "No");
- startx[2]=10;
- starty[2]=320;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- sprintf (menustring[3], "Extra 4");
- startx[3]=10;
- starty[3]=280;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- sprintf (menustring[4], "Extra 5");
- startx[4]=10;
- starty[4]=240;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
-
- sprintf (menustring[5], "Back");
- startx[5]=10;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- starty[5]=10;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
- }
-
- if(mainmenu==7){
- nummenuitems=numaccounts+2;
-
- int num;
-
- if(numaccounts<8)
- sprintf (menustring[0], "New User");
- else
- sprintf (menustring[0], "No More Users");
- startx[0]=10;
- starty[0]=400;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- if(entername)startx[0]+=10;
-
-
- num=1;
- if(numaccounts)
- for(i=0;i<numaccounts;i++){
- sprintf (menustring[num], "%s",accountname[i]);
- startx[num]=10;
- starty[num]=360-20-20*num;
- endx[num]=startx[num]+strlen(menustring[num])*10;
- endy[num]=starty[num]+20;
- movex[num]=0;
- movey[num]=0;
-
- num++;
- }
-
- sprintf (menustring[num], "Back");
- startx[num]=10;
- endx[num]=startx[num]+strlen(menustring[num])*10;
- starty[num]=10;
- endy[num]=starty[num]+20;
- movex[num]=0;
- movey[num]=0;
- }
- if(mainmenu==8){
- nummenuitems=3;
-
- sprintf (menustring[0], "Easier");
- startx[0]=10;
- starty[0]=400;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Difficult");
- startx[1]=10;
- starty[1]=360;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "Insane");
- startx[2]=10;
- starty[2]=320;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
- }
- if(mainmenu==9){
- int tempncl;
- //tempncl=numchallengelevels;
- //numchallengelevels=9;
- nummenuitems=2+numchallengelevels;
- char temp[255];
-
- for(j=0;j<numchallengelevels;j++){
- for(i=0;i<255;i++)menustring[j][i]='\0';
- sprintf (temp, "Level %d",j+1);
- strcpy(menustring[j],temp);
- for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
- menustring[j][17]='\0';
- sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
- strcat(menustring[j],temp);
- for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
- menustring[j][32]='\0';
- sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
- strcat(menustring[j],temp);
- if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
- sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
- strcat(menustring[j],temp);
-
- startx[j]=10;
- starty[j]=400-j*25;
- endx[j]=startx[j]+strlen(menustring[j])*10;
- endy[j]=starty[j]+20;
- movex[j]=0;
- movey[j]=0;
- }
-
- sprintf (menustring[numchallengelevels], "Back");
- startx[numchallengelevels]=10;
- endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
- starty[numchallengelevels]=10;
- endy[numchallengelevels]=starty[numchallengelevels]+20;
- movex[numchallengelevels]=0;
- movey[numchallengelevels]=0;
-
- sprintf (menustring[numchallengelevels+1], " High Score Best Time");
- startx[numchallengelevels+1]=10;
- starty[numchallengelevels+1]=440;
- endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
- endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
- movex[numchallengelevels+1]=0;
- movey[numchallengelevels+1]=0;
-
- //numchallengelevels=tempncl;
-
- }
- if(mainmenu==11){
- nummenuitems=2+numchallengelevels;
- char temp[255];
-
- for(j=0;j<numchallengelevels;j++){
- for(i=0;i<255;i++)menustring[j][i]='\0';
- sprintf (temp, "Level %d",j+1);
- strcpy(menustring[j],temp);
- for(i=0;i<17;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
- menustring[j][17]='\0';
- sprintf (temp, "%d",(int)accounthighscore[accountactive][j]);
- strcat(menustring[j],temp);
- for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' ';
- menustring[j][32]='\0';
- sprintf (temp, "%d:",(int)(((int)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
- strcat(menustring[j],temp);
- if((int)(accountfasttime[accountactive][j])%60<10)strcat(menustring[j],"0");
- sprintf (temp, "%d",(int)(accountfasttime[accountactive][j])%60);
- strcat(menustring[j],temp);
-
- startx[j]=10;
- starty[j]=360-j*40;
- endx[j]=startx[j]+strlen(menustring[j])*10;
- endy[j]=starty[j]+20;
- movex[j]=0;
- movey[j]=0;
- }
-
- sprintf (menustring[numchallengelevels], "Back");
- startx[numchallengelevels]=10;
- endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10;
- starty[numchallengelevels]=10;
- endy[numchallengelevels]=starty[numchallengelevels]+20;
- movex[numchallengelevels]=0;
- movey[numchallengelevels]=0;
-
- sprintf (menustring[numchallengelevels+1], " High Score Best Time");
- startx[numchallengelevels+1]=10;
- starty[numchallengelevels+1]=400;
- endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10;
- endy[numchallengelevels+1]=starty[numchallengelevels+1]+20;
- movex[numchallengelevels+1]=0;
- movey[numchallengelevels+1]=0;
-
- }
- if(mainmenu==10){
- nummenuitems=6;
- char temp[255];
-
- sprintf (menustring[0], "Congratulations!");
- startx[0]=220;
- starty[0]=330;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "You have avenged your family and");
- startx[1]=140;
- starty[1]=300;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "restored peace to the island of Lugaru.");
- startx[2]=110;
- starty[2]=270;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- sprintf (menustring[3], "Back");
- startx[3]=10;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- starty[3]=10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- for(i=0;i<255;i++)menustring[4][i]='\0';
- sprintf (temp, "Your score:");
- strcpy(menustring[4],temp);
- for(i=0;i<20;i++)if(menustring[4][i]=='\0')menustring[4][i]=' ';
- menustring[4][20]='\0';
- sprintf (temp, "%d",(int)accountcampaignscore[accountactive]);
- strcat(menustring[4],temp);
- startx[4]=190;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- starty[4]=200;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
- /*
- for(i=0;i<255;i++)menustring[5][i]='\0';
- sprintf (temp, "Your time:");
- strcpy(menustring[5],temp);
- for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
- menustring[5][20]='\0';
- sprintf (temp, "%d",(int)accountcampaigntime[accountactive]);
- strcat(menustring[5],temp);
- startx[5]=200;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- starty[5]=180;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
- */
- for(i=0;i<255;i++)menustring[5][i]='\0';
- sprintf (temp, "Highest score:");
- strcpy(menustring[5],temp);
- for(i=0;i<20;i++)if(menustring[5][i]=='\0')menustring[5][i]=' ';
- menustring[5][20]='\0';
- sprintf (temp, "%d",(int)accountcampaignhighscore[accountactive]);
- strcat(menustring[5],temp);
- startx[5]=190;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- starty[5]=180;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
- /*
- for(i=0;i<255;i++)menustring[7][i]='\0';
- sprintf (temp, "Lowest time:");
- strcpy(menustring[7],temp);
- for(i=0;i<20;i++)if(menustring[7][i]=='\0')menustring[7][i]=' ';
- menustring[7][20]='\0';
- sprintf (temp, "%d",(int)accountcampaignfasttime[accountactive]);
- strcat(menustring[7],temp);
- startx[7]=200;
- endx[7]=startx[7]+strlen(menustring[7])*10;
- starty[7]=130;
- endy[7]=starty[7]+20;
- movex[7]=0;
- movey[7]=0;*/
- }
- }
-
- if(mainmenu==13){
- nummenuitems=2;
- char temp[255];
-
- sprintf (menustring[0], "Please enter your name:");
- startx[0]=50;
- starty[0]=250;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Please enter your name:");
- startx[1]=290;
- starty[1]=250;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
- }
- if(mainmenu==1||mainmenu==2){
- nummenuitems=7;
- startx[0]=150;
- starty[0]=480-128;
- endx[0]=150+256;
- endy[0]=480;
- movex[0]=0;
- movey[0]=0;
-
- startx[1]=18;
- starty[1]=480-152-32;
- endx[1]=18+128;
- endy[1]=480-152;
- movex[1]=0;
- movey[1]=0;
-
- startx[2]=18;
- starty[2]=480-228-32;
- endx[2]=2+128;
- endy[2]=480-228;
- movex[2]=0;
- movey[2]=0;
-
- if(mainmenu==1){
- startx[3]=18;
- starty[3]=480-306-32;
- endx[3]=22+64;
- endy[3]=480-306;
- movex[3]=0;
- movey[3]=0;
- }
-
- if(mainmenu==2){
- startx[3]=18;
- starty[3]=480-306-32;
- endx[3]=22+128;
- endy[3]=480-306;
- movex[3]=0;
- movey[3]=0;
- }
-
- /*startx[4]=150;
- starty[4]=480-256;
- endx[4]=150+256;
- endy[4]=480;
- */
- if(anim==0){
- startx[4]=380;
- starty[4]=480-140-256;
- endx[4]=380+256;
- endy[4]=480-140;
- movex[4]=80;
- movey[4]=0;
-
- startx[5]=145;
- starty[5]=480-138-256;
- endx[5]=145+256;
- endy[5]=480-138;
- movex[5]=40;
- movey[5]=0;
-
- startx[6]=254;
- starty[6]=480-144-256;
- endx[6]=254+256;
- endy[6]=480-144;
- movex[6]=20;
- movey[6]=0;
- }
- if(anim==1){
- startx[4]=180;
- starty[4]=480-140-256;
- endx[4]=180+256;
- endy[4]=480-140;
- movex[4]=80;
- movey[4]=0;
-
- startx[5]=500;
- starty[5]=480-138-256;
- endx[5]=500+256;
- endy[5]=480-138;
- movex[5]=40;
- movey[5]=0;
-
- startx[6]=340;
- starty[6]=480-144-256;
- endx[6]=340+256;
- endy[6]=480-144;
- movex[6]=20;
- movey[6]=0;
- }
- if(anim==2){
- startx[4]=460;
- starty[4]=480-140-256;
- endx[4]=460+256;
- endy[4]=480-140;
- movex[4]=50;
- movey[4]=0;
-
- startx[5]=295;
- starty[5]=480-150-256;
- endx[5]=295+256;
- endy[5]=480-138;
- movex[5]=-10;
- movey[5]=0;
-
- startx[6]=204;
- starty[6]=480-144-256;
- endx[6]=204+256;
- endy[6]=480-144;
- movex[6]=-30;
- movey[6]=0;
- }
- if(anim==3){
- startx[4]=150;
- starty[4]=480-140-256;
- endx[4]=200+256;
- endy[4]=480-140;
- movex[4]=80;
- movey[4]=0;
-
- startx[5]=350;
- starty[5]=480-150-256;
- endx[5]=350+256;
- endy[5]=480-138;
- movex[5]=5;
- movey[5]=0;
-
- startx[6]=500;
- starty[6]=480-144-256;
- endx[6]=500+256;
- endy[6]=480-144;
- movex[6]=-10;
- movey[6]=0;
- }
- if(anim==4){
- startx[4]=190;
- starty[4]=480-100-256;
- endx[4]=190+256;
- endy[4]=480-100;
- movex[4]=-30;
- movey[4]=0;
-
- startx[5]=185;
- starty[5]=480-120-256;
- endx[5]=185+256;
- endy[5]=480-120;
- movex[5]=-5;
- movey[5]=0;
-
- startx[6]=400;
- starty[6]=480-144-256;
- endx[6]=400+256;
- endy[6]=480-144;
- movex[6]=20;
- movey[6]=0;
- }
- }
-
- selected=-1;
-
- if(mainmenu==1||mainmenu==2)
- for(i=1;i<4;i++){
- if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]){
- selected=i;
- }
- }
-
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
- for(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)selected=i;
- if(mainmenu==5&&(i!=0&&i!=6))selected=i;
- if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
- if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
- }
- }
-
- if(nummenuitems>0)
- for(i=0;i<nummenuitems;i++){
- if(selected==i)selectedlong[i]+=multiplier*5;
- if(selectedlong[i]>1)selectedlong[i]=1;
- if(selected!=i)selectedlong[i]-=multiplier*5;
- if(selectedlong[i]<0)selectedlong[i]=0;
- //if(i>=4)selectedlong[i]=.3;
- if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0;
- }
-
- if(nummenuitems>0)
- for(i=0;i<nummenuitems;i++){
- offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
- offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
- offsetx[i]*=.06f;
- offsety[i]*=.06f;
- offsetx[i]=0;
- offsety[i]=0;
- if(i>=4&&(mainmenu==1||mainmenu==2)){
- offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
- offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
- offsetx[i]*=.06f;
- offsety[i]*=.06f;
- }
- }
-
- if(mainmenu==1||mainmenu==2){
- 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);
- 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(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(0,0,0,1.0);
- 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);
- 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);
- 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();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
-
- 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();
- glDisable(GL_TEXTURE_2D);
- glColor4f(1,0,0,1);
- /*glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- if(anim!=1)glVertex3f(190, 150, 0.0f);
- if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(640, 150, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(640, 336, 0.0f);
- glTexCoord2f(0,1);
- if(anim!=1)glVertex3f(190, 336, 0.0f);
- if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f);
- glEnd();
- glPopMatrix();*/
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
-
- }
-
- 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
- glEnable(GL_TEXTURE_2D);
- if(nummenuitems>0)
- {
- for(j=0;j<nummenuitems;j++)
- {
- if(j<=3||(mainmenu!=1&&mainmenu!=2))
- {
- //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);
- 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]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(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+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- }
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
- {
- if(mainmenu!=5||j<6)
- {
- glColor4f(1,0,0,1);
- if(mainmenu==9&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
- if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,1);
- //if(1-((float)i)/10-(1-selectedlong[j])>0){
- 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
- {
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
- }
- k=0;
- for(l=0;l<displaychars[k];l++){
- if(l<displaychars[k]){
- sprintf (string, "%c",displaytext[k][l]);
- text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
- }
- }
- }
- glPopMatrix();
- /*}
- else{
- glPushMatrix();
- sprintf (string, "Hooo!");
- text.glPrint(startx[0],starty[0],string,0,1,640,480);
- glPopMatrix();
- }*/
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(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>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==11&&j>accountprogress[accountactive]&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==7&&(j!=0||!entername))text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- /*else{
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4+(float)(displayselected)*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
- }
- k=0;
- for(l=0;l<displaychars[k];l++){
- if(l<displaychars[k]){
- sprintf (string, "%c",displaytext[k][l]);
- text.glPrint(startx[j]-((float)k)+offsetx[j]*((float)k)/4+l*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
- }
- }
- }*/
- }
- }
- }
- else
- {
- 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);
- if(j==6)glColor4f(1,1,1,1);
- else 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(j>6&&j<nummenuitems-1)
- {
- XYZ linestart,lineend,offset;
- XYZ fac;
- float startsize;
- float endsize;
- linestart=0;
- lineend=0;
- offset=0;
- //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
- linestart.x=(startx[j]+endx[j])/2;
- linestart.y=(starty[j]+endy[j])/2;
- if(j>=6+accountcampaignchoicesmade[accountactive]){
- linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2;
- linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/2;
- }
- lineend.x=(startx[j+1]+endx[j+1])/2;
- lineend.y=(starty[j+1]+endy[j+1])/2;
- offset=lineend-linestart;
- fac=offset;
- Normalise(&fac);
- offset=DoRotation(offset,0,0,90);
- Normalise(&offset);
- glDisable(GL_TEXTURE_2D);
-
- if(j<6+accountcampaignchoicesmade[accountactive]){
- glColor4f(0.5,0,0,1);
- startsize=.5;
- endsize=.5;
- }
- if(j>=6+accountcampaignchoicesmade[accountactive]){
- glColor4f(1,0,0,1);
- endsize=1;
- startsize=.5;
- }
-
- linestart+=fac*4*startsize;
- lineend-=fac*4*endsize;
-
- if(!(j>7+accountcampaignchoicesmade[accountactive]+campaignchoicenum)){
- 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);
- }
-
-
- if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
- else 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 );
- if(j-7<accountcampaignchoicesmade[accountactive])glColor4f(0.5,0,0,1);
- if(j-7>=accountcampaignchoicesmade[accountactive])glColor4f(1,0,0,1);
- if(j==6)glColor4f(1,1,1,1);
- XYZ midpoint;
- float itemsize;
- itemsize=abs(startx[j]-endx[j])/2;
- midpoint=0;
- midpoint.x=(startx[j]+endx[j])/2;
- midpoint.y=(starty[j]+endy[j])/2;
- if(j>6&&(j-7<accountcampaignchoicesmade[accountactive]))itemsize*=.5;
- if(!(j-7>accountcampaignchoicesmade[accountactive]+campaignchoicenum))
- {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(i=0;i<10;i++)
- {
- if(1-((float)i)/10-(1-selectedlong[j])>0)
- {
- glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- }
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
-
- if(j-7>=accountcampaignchoicesmade[accountactive]){
- //glColor4f(0,0,0,1);
- //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
- //glColor4f(1,0,0,1);
- //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
- text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
- glDisable(GL_DEPTH_TEST);
- }
- }
- }
- }
- }
- }
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix();
-
- if(mainmenu==1||mainmenu==2)
- if(transition<.1||transition>.9){
- 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);
- glDepthMask(0);
- 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();
- glDisable(GL_TEXTURE_2D);
- if(transition<.1)glColor4f(1,0,0,1-(transition*10));
- if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10));
- /*glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(190, 150, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(640, 150, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(640, 336, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(190, 336, 0.0f);
- glEnd();
- glPopMatrix();*/
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- }
-
- 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(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glPopMatrix();
- glPushMatrix();
- glTranslatef(mousecoordh-screenwidth/2,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);
- 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);
- glEnd();
- glPopMatrix();
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- 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);
- }
- }
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){
- tempmult=multiplier;
- multiplier=0;
- }
-
-
- //glFlush();
- if(drawmode!=motionblurmode||mainmenu){
-
- swap_gl_buffers();
- }
-
- //myassert(glGetError() == GL_NO_ERROR);
- glDrawBuffer(GL_BACK);
- glReadBuffer(GL_BACK);
- //glFlush();
-
- weapons.DoStuff();
-
- if(drawtoggle==2)drawtoggle=0;
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
- multiplier=tempmult;
- }
- //Jordan fixed your warning!
- return 0;