#include "Game.h"
#include "openal_wrapper.h"
#include "Input.h"
+#include "Awards.h"
using namespace std;
extern float usermousesensitivity;
extern bool osx;
extern float camerashake;
-extern Weapons weapons;
-extern Person player[maxplayers];
extern int slomo;
extern float slomodelay;
extern bool ismotionblur;
extern float blackout;
extern bool damageeffects;
extern float volume;
-extern int numplayers;
extern bool texttoggle;
extern float blurness;
extern float targetblurness;
//extern int texdetail;
extern float texdetail;
extern bool musictoggle;
-extern int bonus;
-extern float bonusvalue;
-extern float bonustotal;
-extern float bonustime;
-extern int oldbonus;
-extern float startbonustotal;
-extern float bonusnum[100];
extern int tutoriallevel;
extern float smoketex;
extern float tutorialstagetime;
extern int tutorialstage;
extern bool againbonus;
extern float damagedealt;
-extern float damagetaken;
extern bool invertmouse;
extern int numhotspots;
extern char hotspottext[40][256];
extern int currenthotspot;;
-extern int numfalls;
-extern int numflipfail;
-extern int numseen;
-extern int numstaffattack;
-extern int numswordattack;
-extern int numknifeattack;
-extern int numunarmedattack;
-extern int numescaped;
-extern int numflipped;
-extern int numwallflipped;
-extern int numthrowkill;
-extern int numafterkill;
-extern int numreversals;
-extern int numattacks;
-extern int maxalarmed;
-extern int numresponded;
-
extern bool campaign;
extern bool winfreeze;
extern bool showdamagebar;
-extern OPENAL_SAMPLE *samp[100];
extern int channels[100];
extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
flashdelay=1;
}
/*********************> DrawGLScene() <*****/
-long long Game::MD5_string (char* string){
- char temp[256]="";
- char temp2[256]="";
- long long num=90814;
-
- sprintf (temp, "%s",string);
-
- int i=0;
- while (i<256&&temp[i]!='\0'){
- if(temp[i]%3==0)num+=temp[i]*124;
- else if(temp[i]%3==1)num-=temp[i]*temp[i];
- else num*=temp[i];
- i++;
- }
-
- num=longlongabs(num);
- if(num==0)num+=1452;
-
- while(num<LONGLONGCONST(5000000000000000)){
- num*=1.85421521;
- }
-
- while(num>LONGLONGCONST(9900000000000000)){
- num/=1.235421521;
- }
-
- return num;
-
- //return 1111111111111111;
-}
-
int Game::DrawGLScene(StereoSide side)
{
static float texcoordwidth,texcoordheight;
if(winfreeze||mainmenu)drawmode=normalmode;
- //drawmode=glowmode;
+#if PLATFORM_MACOSX
if(drawmode==glowmode){
RGBColor color2;
color2.red=0;
color2.green=0;
color2.blue=0;
-#if PLATFORM_MACOSX
DSpContext_FadeGamma(NULL,200,&color2);
-#endif
}
+#endif
if(drawtoggle!=2)drawtoggle=1-drawtoggle;
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;
+ if(blurness<targetblurness)
+ blurness+=multiplier*5;
+ else
+ 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);
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();
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);
+ 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)
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);
+ 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);
}
+ }
}
}
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);
- }
+ 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);
+ }
}
}
}
}
}
- //}
glPushMatrix();
glEnable(GL_TEXTURE_2D);
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!");
+ const char *bonus_name;
+ if (bonus < bonus_count)
+ bonus_name = bonus_names[bonus];
+ else
+ bonus_name = "Excellent!"; // When does this happen?
glColor4f(0,0,0,1-bonustime);
- text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768);
+ text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
glColor4f(1,0,0,1-bonustime);
- text.glPrint(1024/2-10*strlen(string),768/16+768*4/5,string,1,2,1024,768);
+ text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
sprintf (string, "%d",(int)bonusvalue);
glColor4f(0,0,0,1-bonustime);
sprintf (string, "%s", hotspottext[closest]);
- int lastline;
- int line=0;
- bool done=0;
- lastline=0;
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
i=0;
while(!done){
if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
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]==-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);
+ emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
}
}
}
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';
}
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';
+ if(goodchar)
+ tempnum++;
+ else
+ tempname[tempnum]='\0';
}
sprintf (string, "%s: ", tempname);
{
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;
if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
}
-
sprintf (string, "%s", tempname);
-
- int lastline;
- int line=0;
- bool done=0;
- lastline=0;
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
i=0;
while(!done){
if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
if(campaign){
- if(!scoreadded)sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);//(int)bonustotal);
- if(scoreadded)sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());//(int)bonustotal);
+ if(scoreadded)
+ sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
+ else
+ sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
}
if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
glColor4f(0,0,0,1);
text.glPrint(10,260,string,0,.8,1024,768);
- if(editorenabled)sprintf (string, "Map editor enabled.");
- if(!editorenabled)sprintf (string, "Map editor Disabled.");
+ if(editorenabled)
+ sprintf (string, "Map editor enabled.");
+ else
+ sprintf (string, "Map editor disabled.");
text.glPrint(10,60,string,0,.8,1024,768);
if(editorenabled){
sprintf (string, "Object size: %f",editorsize);
text.glPrint(10,105,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)");
+ switch(editortype) {
+ case boxtype:
+ sprintf (string, "(box)");
+ break;
+ case treetrunktype:
+ sprintf (string, "(tree)");
+ break;
+ case walltype:
+ sprintf (string, "(wall)");
+ break;
+ case weirdtype:
+ sprintf (string, "(weird)");
+ break;
+ case spiketype:
+ sprintf (string, "(spike)");
+ break;
+ case rocktype:
+ sprintf (string, "(rock)");
+ break;
+ case bushtype:
+ sprintf (string, "(bush)");
+ break;
+ case tunneltype:
+ sprintf (string, "(tunnel)");
+ break;
+ case chimneytype:
+ sprintf (string, "(chimney)");
+ break;
+ case platformtype:
+ sprintf (string, "(platform)");
+ break;
+ case cooltype:
+ sprintf (string, "(cool)");
+ break;
+ case firetype:
+ sprintf (string, "(fire)");
+ break;
+ }
text.glPrint(130,120,string,0,.8,1024,768);
sprintf (string, "Numplayers: %d",numplayers);
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(minimap&&indialogue==-1){
- float mapviewdist;
- mapviewdist=20000;
+ float mapviewdist = 20000;
glDisable(GL_DEPTH_TEST);
glColor3f (1.0, 1.0, 1.0); // no coloring
glEnable(GL_BLEND);
glColor4f(1,1,1,1);
glPushMatrix();
- float opac;
- opac=.7;
+ float opac = .7;
XYZ center;
float radius;
float distcheck;
- center=0;
int numliveplayers=0;
+ center = 0;
for(i=0;i<numplayers;i++){
- if(!player[i].dead)numliveplayers++;
+ if(!player[i].dead) numliveplayers++;
}
- int numadd;
- numadd=0;
+ int numadd = 0;
for(i=0;i<objects.numobjects;i++){
if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
glEnable(GL_TEXTURE_2D);
- //Awards
- int numawards;
- int awards[30];
- numawards=0;
+ //Win Screen Won Victory
- if(damagetaken==0&&player[0].bloodloss==0){
- awards[numawards]=awardflawless;
- numawards++;
- }
- bool alldead;
- alldead=1;
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardalldead;
- numawards++;
- }
- alldead=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;
- 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++;
- }
+ 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);
- //Win Screen Won Victory
+ if(campaign)
+ sprintf (string, "Press Escape or Space to continue");
+ else
+ sprintf (string, "Press Escape to return to menu or Space to continue");
+ text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
- 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);
- }
- }
+ 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);
+
+ //Awards
+ int awards[award_count];
+ int numawards = award_awards(awards);
- //drawmode=normalmode;
+ for (i = 0; i < numawards && i < 6; i++)
+ text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
}
if(drawmode!=normalmode){
if(drawmode==motionblurmode){
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_BACK);
- //myassert(glGetError() == GL_NO_ERROR);
- //glFlush();
}
glColor3f (1.0, 1.0, 1.0); // no coloring
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);
- }
+ int offset = 0;
+ if(consoleselected>=60)
+ offset=consoleselected-60;
+ sprintf (string, " ]");
+ text.glPrint(10,30,string,0,1,1024,768);
+ if(consoleblink){
+ sprintf (string, "_");
+ text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
+ }
+ for(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);
}
}
}
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||mainmenu==18){
+ if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==18){
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.001f);
//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)accountactive->getHighScore(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)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60));
- strcat(menustring[j],temp);
- if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0");
- sprintf (temp, "%d",(int)(accountactive->getFastTime(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;
}
}
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
+ if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
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(mainmenu==9&&(i!=numchallengelevels+1))selected=i; // seem useless, if mainmenu==9 then mainmenu!=5, so 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||mainmenu==18)
+ if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
{
if(mainmenu!=5||j<6)
{
glColor4f(1,0,0,1);
if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
- if(mainmenu==11&&j>accountactive->getProgress()&&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)
if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
}
}