#include "Game.h"
#include "openal_wrapper.h"
+#include "Input.h"
using namespace std;
extern float texscale;
extern Light light;
extern Terrain terrain;
-extern Sprites sprites;
+//extern Sprites sprites;
extern float multiplier;
extern float sps;
extern float viewdistance;
extern bool proportionweird;
extern bool vertexweird[6];
extern bool velocityblur;
-extern bool buttons[3];
extern bool debugmode;
extern int mainmenu;
extern int oldmainmenu;
extern int hotspottype[40];
extern float hotspotsize[40];
extern char hotspottext[40][256];
-extern int currenthotspot;
-
-extern int numaccounts;
-extern int accountactive;
-extern int accountdifficulty[10];
-extern int accountprogress[10];
-extern float accountpoints[10];
-extern float accounthighscore[10][50];
-extern float accountfasttime[10][50];
-extern bool accountunlocked[10][60];
-extern char accountname[10][256];
+extern int currenthotspot;;
extern int numfalls;
extern int numflipfail;
extern float dialoguetime;
extern int dialoguegonethrough[20];
-extern int accountcampaignchoicesmade[10];
-extern int accountcampaignchoices[10][5000];
-
-extern float accountcampaignhighscore[10];
-extern float accountcampaignfasttime[10];
-extern float accountcampaignscore[10];
-extern float accountcampaigntime[10];
-
extern bool gamestarted;
-extern OPENAL_SAMPLE *samp[100];
+extern bool showdamagebar;
+
extern int channels[100];
extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
-/*********************> 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;
+void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
+ flashr=1;
+ flashg=0;
+ flashb=0;
+ flashamount=1;
+ flashdelay=1;
}
-
-int Game::DrawGLScene(void)
+/*********************> DrawGLScene() <*****/
+int Game::DrawGLScene(StereoSide side)
{
static float texcoordwidth,texcoordheight;
static float texviewwidth, texviewheight;
lastcheck+=multiplier;
- glColorMask( 1.0, 1.0, 1.0, 1.0 );
- if(!registered)debugmode=0;
-
+ if ( stereomode == stereoAnaglyph ) {
+ switch(side) {
+ case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+ case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
+ }
+ } else {
+ glColorMask( 1.0, 1.0, 1.0, 1.0 );
+
+ if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+ glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
+ }
+ }
if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
tempmult=multiplier;
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);
glMatrixMode (GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glLoadIdentity ();
+
+ // Move the camera for the current eye's point of view.
+ // Reverse the movement if we're reversing stereo
+ glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0);
+
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();
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);
+ }
}
}
}
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);
}
}
}
- //}
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glDepthMask(0);
- sprites.Draw();
+ Sprite::Draw();
if(editorenabled){
glEnable(GL_BLEND);
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 (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey));
sprintf (string2, "All movement is relative to the camera.");
sprintf (string3, " ");
}
if(tutorialstage==5){
- sprintf (string, "Please press %s to jump.",KeyToChar(jumpkey));
+ sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
sprintf (string2, "You can hold it longer to jump higher.");
sprintf (string3, " ");
}
if(tutorialstage==6){
- sprintf (string, "You can press %s to crouch.",KeyToChar(crouchkey));
+ sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
sprintf (string2, "You can jump higher from a crouching position.");
sprintf (string3, " ");
}
if(tutorialstage==7){
- sprintf (string, "While running, you can press %s to roll.",KeyToChar(crouchkey));
+ sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
sprintf (string2, " ");
sprintf (string3, " ");
}
sprintf (string3, " ");
}
if(tutorialstage==11){
- sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey));
+ sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
sprintf (string2, "during impact to perform a walljump.");
sprintf (string3, "Be sure to use the movement keys to press against the wall");
}
if(tutorialstage==12){
- sprintf (string, "While in the air, you can press crouch to flip.",KeyToChar(jumpkey));
+ sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
sprintf (string3, " ");
}
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));
+ if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
+ else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
sprintf (string2, "You can punch by standing still near an enemy and attacking.");
sprintf (string3, " ");
}
}
if(tutorialstage==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(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
+ else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
+ sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
}
if(tutorialstage==21){
sprintf (string, "This attack is devastating if timed correctly.");
}
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));
+ if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
+ else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
sprintf (string3, "This is especially useful when they are running away.");
}
if(tutorialstage==25){
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));
+ sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
}
if(tutorialstage==29){
sprintf (string, "Try escaping from two more reversals in a row.");
sprintf (string3, " ");
}
if(tutorialstage==31){
- sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey));
+ sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
sprintf (string2, "enemy's attack. You must also be close to the enemy;");
sprintf (string3, "this is especially important against armed opponents.");
}
}
if(tutorialstage==40){
sprintf (string, "Stand, roll or handspring over the knife");
- sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey));
+ sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
sprintf (string3, "You can crouch and press the same key to drop it again.");
}
if(tutorialstage==41){
- sprintf (string, "You can equip and unequip weapons using the %s key.",KeyToChar(drawkey));
+ sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
sprintf (string2, "Sometimes it is best to keep them unequipped to");
sprintf (string3, "prevent enemies from taking them. ");
}
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 (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
sprintf (string2, "It is possible to throw the knife while flipping,");
sprintf (string3, "but it is very inaccurate.");
}
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 (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
sprintf (string2, "Press escape at any time to");
sprintf (string3, "pause or exit the tutorial.");
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'){
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)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal);
- if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(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.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);
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){
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);
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
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);
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
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 numawards = 0;
int awards[30];
- numawards=0;
if(damagetaken==0&&player[0].bloodloss==0){
awards[numawards]=awardflawless;
numawards++;
}
- bool alldead;
+ bool alldead = true;
+ 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!=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++;
- }
+ 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++;
+ }
+ //Win Screen Won Victory
- //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);
- 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);
- }
- }
+ sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
+ text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
+
+ if(campaign)
+ sprintf (string, "Press Escape or Space to continue");
+ else
+ sprintf (string, "Press Escape to return to menu or Space to continue");
+ text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
+
+ char temp[255];
- //drawmode=normalmode;
+ 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);
+ }
+ }
}
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);
}
}
}
}
if(mainmenu){
-#if USE_SDL
+
// !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
SDL_Delay(15);
-#endif
+
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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 >> 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;
- }
+ for(j=0;j<campaignnumnext[i];j++){
ipstream.ignore(256,':');
- ipstream >> campaignlocationx[i];
- //campaignlocationx[i]-=30;
- ipstream.ignore(256,':');
- ipstream >> campaignlocationy[i];
- //campaignlocationy[i]+=30;
+ ipstream >> campaignnextlevel[i][j];
+ campaignnextlevel[i][j]-=1;
+ }
+ ipstream.ignore(256,':');
+ ipstream >> campaignlocationx[i];
+ ipstream.ignore(256,':');
+ ipstream >> campaignlocationy[i];
}
ipstream.close();
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;
- }
+ for(i=0;i<accountactive->getCampaignChoicesMade();i++){
+ levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
+ levelvisible[levelorder[i+1]]=1;
+ }
+ int whichlevelstart = accountactive->getCampaignChoicesMade()-1;
+ if(whichlevelstart<0){
+ accountactive->setCampaignScore(0);
+ accountactive->resetFasttime();
+ campaignchoicenum=1;
+ campaignchoicewhich[0]=0;
+ }
+ else
+ {
+ campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
+ 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){
texdetail=temptexdetail;
- /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
+ oldmainmenu=mainmenu;
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17){
+ 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);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
if(mainmenu==3){
- nummenuitems=12;
+ nummenuitems=14;
if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
startx[0]=10+20;
sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
startx[11]=10+60;
- starty[11]=155;
+ starty[11]=160;
endx[11]=startx[11]+strlen(menustring[11])*10;
endy[11]=starty[11]+20;
movex[11]=0;
movey[11]=0;
+ sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
+ startx[13]=30;
+ starty[13]=125;
+ endx[13]=startx[13]+strlen(menustring[13])*10;
+ endy[13]=starty[13]+20;
+ movex[13]=0;
+ movey[13]=0;
+
sprintf (menustring[7], "-Configure Controls-");
startx[7]=10+15;
- starty[7]=100;
+ starty[7]=90;
endx[7]=startx[7]+strlen(menustring[7])*10;
endy[7]=starty[7]+20;
movex[7]=0;
movey[7]=0;
+ sprintf (menustring[12], "-Configure Stereo -");
+ startx[12]=10+15;
+ starty[12]=55;
+ endx[12]=startx[12]+strlen(menustring[7])*10;
+ endy[12]=starty[12]+20;
+ movex[12]=0;
+ movey[12]=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;
if(mainmenu==4){
nummenuitems=10;
- if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey));
+ if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
else sprintf (menustring[0], "Forwards: _");
startx[0]=10;
starty[0]=400;
movex[0]=0;
movey[0]=0;
- if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey));
+ if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
else sprintf (menustring[1], "Back: _");
startx[1]=10+40;
starty[1]=360;
movex[1]=0;
movey[1]=0;
- if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey));
+ if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
else sprintf (menustring[2], "Left: _");
startx[2]=10+40;
starty[2]=320;
movex[2]=0;
movey[2]=0;
- if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey));
+ if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
else sprintf (menustring[3], "Right: _");
startx[3]=10+30;
starty[3]=280;
movex[3]=0;
movey[3]=0;
- if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey));
+ if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
else sprintf (menustring[4], "Crouch: _");
startx[4]=10+20;
starty[4]=240;
movex[4]=0;
movey[4]=0;
- if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey));
+ if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
else sprintf (menustring[5], "Jump: _");
startx[5]=10+40;
starty[5]=200;
movex[5]=0;
movey[5]=0;
- if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey));
+ if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
else sprintf (menustring[6], "Draw: _");
startx[6]=10+40;
starty[6]=160;
movex[6]=0;
movey[6]=0;
- if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey));
+ if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
else sprintf (menustring[7], "Throw: _");
startx[7]=10+30;
starty[7]=120;
movex[7]=0;
movey[7]=0;
- if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey));
+ if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
else sprintf (menustring[8], "Attack: _");
startx[8]=10+20;
starty[8]=80;
movey[9]=0;
}
if(mainmenu==5){
- nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum;
+ nummenuitems=7+accountactive->getCampaignChoicesMade()+campaignchoicenum;
- sprintf (menustring[0], "%s",accountname[accountactive]);
+ sprintf (menustring[0], "%s",accountactive->getName());
startx[0]=5;
starty[0]=400;
endx[0]=startx[0]+strlen(menustring[0])*10;
movex[6]=0;
movey[6]=0;
- if(accountcampaignchoicesmade[accountactive])
- for(i=0;i<accountcampaignchoicesmade[accountactive];i++){
+ if(accountactive->getCampaignChoicesMade())
+ for(i=0;i<accountactive->getCampaignChoicesMade();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;
}
if(campaignchoicenum>0)
- for(i=accountcampaignchoicesmade[accountactive];i<accountcampaignchoicesmade[accountactive]+campaignchoicenum;i++){
+ for(i=accountactive->getCampaignChoicesMade();i<accountactive->getCampaignChoicesMade()+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;
+ startx[7+i]=30+120+campaignlocationx[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]]*400/512;
+ starty[7+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-(accountactive->getCampaignChoicesMade())]])*400/512;
endx[7+i]=startx[7+i]+10;
endy[7+i]=starty[7+i]+10;
movex[7+i]=0;
movey[5]=0;
}
- if(mainmenu==7){
- nummenuitems=numaccounts+2;
+ if(mainmenu==7){
+ nummenuitems=Account::getNbAccounts()+2;
int num;
- if(numaccounts<8)
+ if(Account::getNbAccounts()<8)
sprintf (menustring[0], "New User");
else
sprintf (menustring[0], "No More Users");
movex[0]=0;
movey[0]=0;
- if(entername)startx[0]+=10;
+ 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");
+ for(i=0;i<Account::getNbAccounts();i++){
+ sprintf (menustring[num], "%s",Account::get(i)->getName());
startx[num]=10;
+ starty[num]=360-20-20*num;
endx[num]=startx[num]+strlen(menustring[num])*10;
- starty[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;
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]);
+ 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)accountfasttime[accountactive][j]-(int)(accountfasttime[accountactive][j])%60)/60));
+ sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(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);
+ 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;
//numchallengelevels=tempncl;
}
- if(mainmenu==11){
- nummenuitems=2+numchallengelevels;
+ if(mainmenu==10){
+ nummenuitems=6;
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);
+ 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;
- 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[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;
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]);
+ sprintf (temp, "%d",(int)accountactive->getCampaignScore());
strcat(menustring[4],temp);
startx[4]=190;
endx[4]=startx[4]+strlen(menustring[4])*10;
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]);
+ sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
strcat(menustring[5],temp);
startx[5]=190;
endx[5]=startx[5]+strlen(menustring[5])*10;
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]);
+ sprintf (temp, "%d",(int)accountactive->getCampaignFasttime());
strcat(menustring[7],temp);
startx[7]=200;
endx[7]=startx[7]+strlen(menustring[7])*10;
movex[7]=0;
movey[7]=0;*/
}
- }
-
- if(mainmenu==12){
- menupulse+=multiplier*2;
-
- nummenuitems=6;
- char temp[255];
-
- sprintf (menustring[0], "Register now for only $19.95!");
- startx[0]=160;
- starty[0]=270;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Confront raiders, wolves, and more!");
- startx[1]=130;
- starty[1]=240;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "Fight using swords, staves and armor!");
- startx[2]=125;
- starty[2]=210;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0;
-
- if(!tryquit)sprintf (menustring[3], "Back");
- else sprintf (menustring[3], "Quit");
- 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;
-
- sprintf (menustring[4], "Register now!");
- startx[4]=250;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- starty[4]=140;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=0;
-
- sprintf (menustring[5], "Enter registration code!");
- startx[5]=190;
- endx[5]=startx[5]+strlen(menustring[5])*10;
- starty[5]=120;
- endy[5]=starty[5]+20;
- movex[5]=0;
- movey[5]=0;
- }
-
- if(mainmenu==15){
- nummenuitems=2;
- char temp[255];
-
- sprintf (menustring[0], "Thank you for supporting Wolfire Software!");
- startx[0]=100;
- starty[0]=270;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Back");
- startx[1]=10;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- starty[1]=10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
- }
-
- if(mainmenu==16){
- nummenuitems=5;
- char temp[255];
-
- sprintf (menustring[0], "Sorry, that name/serial number combination is incorrect.");
- startx[0]=40;
- starty[0]=270;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Back");
- startx[1]=10;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- starty[1]=10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
-
- sprintf (menustring[2], "Please make sure you are copying your name and serial");
- startx[2]=50;
- 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], "number exactly as they appear in your email.");
- startx[3]=90;
- starty[3]=210;
- endx[3]=startx[3]+strlen(menustring[3])*10;
- endy[3]=starty[3]+20;
- movex[3]=0;
- movey[3]=0;
-
- sprintf (menustring[4], "Capitalization and punctuation matter!");
- startx[4]=120;
- starty[4]=180;
- endx[4]=startx[4]+strlen(menustring[4])*10;
- endy[4]=starty[4]+20;
- movex[4]=0;
- movey[4]=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==14){
- nummenuitems=2;
- char temp[255];
-
- sprintf (menustring[0], "Please enter your number:");
- startx[0]=30;
- starty[0]=250;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
+ if (mainmenu==18) {
+ nummenuitems=4;
+ sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
+ startx[0]=70;
+ 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], "Stereo separation: %.3f", stereoseparation);
+ 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[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;
- /*
- char tempstring[256];
- sprintf (tempstring, "%s", registrationname);
- long num1;
- long num2;
- long num3;
- long num4;
- long long longnum;
- longnum = MD5_string ( tempstring);
- //longnum = 1111111111111111;
- num1 = longnum/100000000;
- num2 = longnum%100000000;
- sprintf (tempstring, "%d-%d-%d-%d", num1/10000, num1%10000, num2/10000, num2%10000);
-
- sprintf (menustring[2], "%s", tempstring);
- startx[2]=290;
- starty[2]=230;
- endx[2]=startx[2]+strlen(menustring[2])*10;
- endy[2]=starty[2]+20;
- movex[2]=0;
- movey[2]=0; */
+ sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+ startx[2]=40;
+ 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], "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;
+ }
}
if(mainmenu==1||mainmenu==2){
}
}
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||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(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; // seem useless, if mainmenu==9 then mainmenu!=5, so 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;
- }
- }
+ for(i=0;i<nummenuitems;i++){
+ if(selected==i) {
+ selectedlong[i]+=multiplier*5;
+ if(selectedlong[i]>1) selectedlong[i]=1;
+ } else {
+ selectedlong[i]-=multiplier*5;
+ if(selectedlong[i]<0) selectedlong[i]=0;
+ }
+ 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)){
+ selectedlong[i]=0;
+ 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();
+ 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
+ glPushMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(1,0,0,1);
+ 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_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);
+ 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==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);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glEnable(GL_TEXTURE_2D);
- if(nummenuitems>0)
+ 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);
+ }
+ for(l=0;l<displaychars[0];l++){
+ sprintf (string, "%c",displaytext[0][l]);
+ text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
+ }
+ }
+ glPopMatrix();
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ for(i=0;i<15;i++)
{
- for(j=0;j<nummenuitems;j++)
+ if(1-((float)i)/15-(1-selectedlong[j])>0)
{
- 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(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ 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==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==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);
+ }
+ }
+ }
+ 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+accountactive->getCampaignChoicesMade()){
+ linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
+ linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/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+accountactive->getCampaignChoicesMade()){
+ glColor4f(0.5,0,0,1);
+ endsize=.5;
+ } else {
+ glColor4f(1,0,0,1);
+ endsize=1;
+ }
+ startsize=.5;
+
+ linestart+=fac*4*startsize;
+ lineend-=fac*4*endsize;
+
+ if(!(j>7+accountactive->getCampaignChoicesMade()+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<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
+ if(j-7>=accountactive->getCampaignChoicesMade())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<accountactive->getCampaignChoicesMade()))itemsize*=.5;
+ if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
{
- 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);
+ glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(1,0);
- glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(1,1);
- glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(0,1);
- glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_BLEND);
{
if(1-((float)i)/10-(1-selectedlong[j])>0)
{
- glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ 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(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);
+ 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(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);
+ 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(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);
+ 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(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);
+ 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();
}
}
}
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17)
- {
- if(mainmenu!=5||j<6)
- {
- glColor4f(1,0,0,1);
- if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,1);
- 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)&&(mainmenu!=13||j!=1)&&(mainmenu!=14||j!=1))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==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,(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==12)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==15)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==16)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);
- if(mainmenu==14&&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
+ 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);
- }
- }
- }
- }
- }
+ if(j-7>=accountactive->getCampaignChoicesMade()){
+ 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_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));
+ glPopMatrix();
glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection 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();
+ 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();
+ if(!waiting) { // hide the cursor while waiting for a key
+ 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(flashamount>0)
+ {
+ //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
+ 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)){
multiplier=0;
}
-
//glFlush();
- if(drawmode!=motionblurmode||mainmenu){
- #if !USE_SDL
- // this prevents menus from rendering if you hit ESC during
- // motion blur sequences...maybe SDL is buffering differently?
- if(drawmode!=motionblurmode)
+ if ( side == stereoRight || side == stereoCenter ) {
+ if(drawmode!=motionblurmode||mainmenu){
swap_gl_buffers();
- #else
- swap_gl_buffers();
- #endif
+ }
}
//myassert(glGetError() == GL_NO_ERROR);