]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Remove commented out code
[lugaru.git] / Source / GameDraw.cpp
index ba527aaa8098bf72bceb93b5158197d909375a4a..58142f313de0a027825fdc0d2b7e9d401ad2aadc 100644 (file)
@@ -175,6 +175,8 @@ extern float accountcampaigntime[10];
 
 extern bool gamestarted;
 
+extern bool showdamagebar;
+
 extern OPENAL_SAMPLE   *samp[100];
 extern int channels[100];
 extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
@@ -232,18 +234,14 @@ int Game::DrawGLScene(StereoSide side)
 
        if ( stereomode == stereoAnaglyph ) {
                switch(side) {
-                       case stereoLeft: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
-                       case stereoRight: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+                       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 ) {
-                       if (!stereoreverse) {
-                               glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
-                       } else {
-                               glStencilFunc(side == stereoLeft ? GL_EQUAL : GL_NOTEQUAL, 0x01, 0x01);
-                       }
+                       glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
                }
        }
 
@@ -362,7 +360,9 @@ int Game::DrawGLScene(StereoSide side)
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glLoadIdentity ();
                
-               glTranslatef((stereoseparation/2) * side, 0, 0);
+               // 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);
@@ -567,29 +567,6 @@ int Game::DrawGLScene(StereoSide side)
                }
                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);
@@ -1243,6 +1220,90 @@ int Game::DrawGLScene(StereoSide side)
                                        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);
@@ -2374,7 +2435,7 @@ int Game::DrawGLScene(StereoSide side)
 
                /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
 
-               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){
+               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17||mainmenu==18){
                        glClear(GL_DEPTH_BUFFER_BIT);
                        glEnable(GL_ALPHA_TEST);
                        glAlphaFunc(GL_GREATER, 0.001f);
@@ -2438,7 +2499,7 @@ int Game::DrawGLScene(StereoSide side)
                        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;
@@ -2524,20 +2585,36 @@ int Game::DrawGLScene(StereoSide side)
                                
                                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;
@@ -3072,6 +3149,40 @@ int Game::DrawGLScene(StereoSide side)
                                movex[7]=0;
                                movey[7]=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[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==13){       
@@ -3261,7 +3372,7 @@ int Game::DrawGLScene(StereoSide side)
                                }
                        }
 
-                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
+                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||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;
@@ -3454,7 +3565,7 @@ int Game::DrawGLScene(StereoSide side)
                                                                                        }
                                                                                }
                                                                        }
-                                                                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17)
+                                                                       if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
                                                                        {
                                                                                if(mainmenu!=5||j<6)
                                                                                {
@@ -3480,13 +3591,6 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                        }
                                                                                                }
                                                                                        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++)
@@ -3500,13 +3604,14 @@ int Game::DrawGLScene(StereoSide side)
                                                                                                        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==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/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
                                                                                                        if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+                                                                                                       if(mainmenu==18)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, "_");
@@ -3766,6 +3871,7 @@ int Game::DrawGLScene(StereoSide side)
 
                                                                if(flashamount>0)
                                                                {
+                                                                       //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
                                                                        if(flashamount>1)flashamount=1;
                                                                        if(flashdelay<=0)flashamount-=multiplier;
                                                                        flashdelay--;