#include "Level/Dialog.hpp"
#include "Level/Hotspot.hpp"
#include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
#include "Utils/Input.hpp"
extern XYZ viewer;
extern int mainmenu;
extern int bloodtoggle;
extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
extern float texdetail;
extern bool musictoggle;
-extern int tutoriallevel;
extern float smoketex;
-extern float tutorialstagetime;
-extern float tutorialmaxtime;
-extern int tutorialstage;
extern bool againbonus;
extern float damagedealt;
extern bool invertmouse;
extern bool showdamagebar;
-
-
int drawtoggle = 0;
int numboundaries = 0;
XYZ boundary[360];
int change = 0;
-
-
-enum drawmodes {
- normalmode, motionblurmode, radialzoommode,
- realmotionblurmode, doublevisionmode, glowmode,
+enum drawmodes
+{
+ normalmode,
+ motionblurmode,
+ radialzoommode,
+ realmotionblurmode,
+ doublevisionmode,
+ glowmode,
};
-void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
+void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
{
flashr = 1;
flashg = 0;
{
static float texcoordwidth, texcoordheight;
static float texviewwidth, texviewheight;
- static int l;
static XYZ checkpoint;
static float tempmult;
float tutorialopac;
std::string string;
- std::string string2;
- std::string string3;
static int drawmode = 0;
- if ( stereomode == stereoAnaglyph ) {
+ if (stereomode == stereoAnaglyph) {
switch (side) {
- case stereoLeft:
- glColorMask( 0.0, 1.0, 1.0, 1.0 );
- break;
- case stereoRight:
- glColorMask( 1.0, 0.0, 0.0, 1.0 );
- break;
- default:
- break;
+ case stereoLeft:
+ glColorMask(0.0, 1.0, 1.0, 1.0);
+ break;
+ case stereoRight:
+ glColorMask(1.0, 0.0, 0.0, 1.0);
+ break;
+ default:
+ break;
}
} else {
- glColorMask( 1.0, 1.0, 1.0, 1.0 );
+ glColorMask(1.0, 1.0, 1.0, 1.0);
- if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+ if (stereomode == stereoHorizontalInterlaced ||
+ stereomode == stereoVerticalInterlaced) {
glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
}
}
if (!mainmenu) {
if (editorenabled) {
numboundaries = mapradius * 2;
- if (numboundaries > 360)
+ if (numboundaries > 360) {
numboundaries = 360;
+ }
for (int i = 0; i < numboundaries; i++) {
boundary[i] = 0;
boundary[i].z = 1;
}
if (slomo && !loading) {
- if (ismotionblur)
+ if (ismotionblur) {
drawmode = motionblurmode;
+ }
motionbluramount = .2;
slomodelay -= multiplier;
- if (slomodelay < 0)
+ if (slomodelay < 0) {
slomo = 0;
+ }
camerashake = 0;
changed = 1;
}
if ((!changed && !slomo) || loading) {
drawmode = normalmode;
- if (ismotionblur && (/*fps>100||*/alwaysblur)) {
- if (olddrawmode != realmotionblurmode)
+ if (ismotionblur && (/*fps>100||*/ alwaysblur)) {
+ if (olddrawmode != realmotionblurmode) {
change = 1;
- else
+ } else {
change = 0;
+ }
drawmode = realmotionblurmode;
- } else if (olddrawmode == realmotionblurmode)
+ } else if (olddrawmode == realmotionblurmode) {
change = 2;
- else
+ } else {
change = 0;
+ }
}
- if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
drawmode = normalmode;
- if ((freeze || winfreeze) && ismotionblur && !mainmenu)
+ }
+ if ((freeze || winfreeze) && ismotionblur && !mainmenu) {
drawmode = radialzoommode;
+ }
- if (winfreeze || mainmenu)
+ if (winfreeze || mainmenu) {
drawmode = normalmode;
+ }
- if (drawtoggle != 2)
+ if (drawtoggle != 2) {
drawtoggle = 1 - drawtoggle;
+ }
if (!texcoordwidth) {
texviewwidth = kTextureSize;
- if (texviewwidth > screenwidth)
+ if (texviewwidth > screenwidth) {
texviewwidth = screenwidth;
+ }
texviewheight = kTextureSize;
- if (texviewheight > screenheight)
+ if (texviewheight > screenheight) {
texviewheight = screenheight;
+ }
texcoordwidth = screenwidth / kTextureSize;
texcoordheight = screenheight / kTextureSize;
- if (texcoordwidth > 1)
+ if (texcoordwidth > 1) {
texcoordwidth = 1;
- if (texcoordheight > 1)
+ }
+ if (texcoordheight > 1) {
texcoordheight = 1;
+ }
}
glDrawBuffer(GL_BACK);
glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
- glMatrixMode (GL_MODELVIEW);
+ glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glLoadIdentity ();
+ 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);
+ glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
//camera effects
if (!cameramode && !freeze && !winfreeze) {
//shake
- glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
+ glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1);
//sway
glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
blurness = targetblurness;
targetblurness = (float)(abs(Random() % 100)) / 40;
}
- if (blurness < targetblurness)
+ if (blurness < targetblurness) {
blurness += multiplier * 5;
- else
+ } else {
blurness -= multiplier * 5;
+ }
if (environment == desertenvironment) {
if (detail == 2) {
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4);
}
glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
}
skybox->draw();
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
glPopMatrix();
glTranslatef(-viewer.x, -viewer.y, -viewer.z);
frustum.GetFrustum();
static XYZ point;
static float size, opacity, rotation;
rotation = 0;
- for (unsigned k = 0; k < Person::players.size(); k++) {
- if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
- if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
- for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+ for (unsigned int k = 0; k < Person::players.size(); k++) {
+ if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) {
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) {
+ for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
size = .4f;
opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
- if (k != 0 && tutoriallevel == 1) {
+ if (k != 0 && Tutorial::active) {
opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
}
terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .4f;
opacity = .4f;
- if (k != 0 && tutoriallevel == 1) {
+ if (k != 0 && Tutorial::active) {
opacity = .2 + .2 * sin(smoketex * 6 + i);
}
Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
}
- if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
- if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
+ }
+ }
+ if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) {
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) {
for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
- if (Person::players[k]->skeleton.free)
+ if (Person::players[k]->skeleton.free) {
point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
- else
+ } else {
point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ }
size = .4f;
opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
- if (k != 0 && tutoriallevel == 1) {
+ if (k != 0 && Tutorial::active) {
opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
}
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
- if (Person::players[k]->skeleton.free)
+ if (Person::players[k]->skeleton.free) {
point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
- else
+ } else {
point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
+ }
size = .4f;
opacity = .4f;
- if (k != 0 && tutoriallevel == 1) {
+ if (k != 0 && Tutorial::active) {
opacity = .2 + .2 * sin(smoketex * 6 + i);
}
Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
}
+ }
+ }
- if (!Person::players[k]->playerdetail)
+ if (!Person::players[k]->playerdetail) {
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
point = Person::players[k]->coords;
size = .7;
opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .7;
opacity = .4f;
Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
+ }
}
//Terrain
glCullFace(GL_FRONT);
glDepthMask(1);
for (unsigned k = 0; k < Person::players.size(); k++) {
- if (k == 0 || tutoriallevel != 1) {
+ if (k == 0 || !Tutorial::active) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
distance = distsq(&viewer, &Person::players[k]->coords);
distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
- if (distance >= 1)
+ if (distance >= 1) {
glDisable(GL_BLEND);
+ }
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
int i = -1;
- if (Person::players[k]->occluded != 0)
+ if (Person::players[k]->occluded != 0) {
i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
- if (i == -1)
+ }
+ if (i == -1) {
i = Object::checkcollide(viewer, checkpoint);
+ }
if (i != -1) {
Person::players[k]->occluded += 1;
Person::players[k]->lastoccluded = i;
} else {
Person::players[k]->occluded = 0;
}
- if (Person::players[k]->occluded < 25)
+ if (Person::players[k]->occluded < 25) {
Person::players[k]->DrawSkeleton();
+ }
}
}
}
}
- if (!cameramode && musictype == stream_fighttheme)
+ if (!cameramode && musictype == stream_fighttheme) {
playerdist = distsqflat(&Person::players[0]->coords, &viewer);
- else
+ } else {
playerdist = -100;
+ }
glPushMatrix();
glCullFace(GL_BACK);
glEnable(GL_TEXTURE_2D);
glTranslatef(25, 0, 0);
distance = distsq(&viewer, &realhawkcoords) * 1.2;
glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
- if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
+ if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) {
glColor4f(light.color[0], light.color[1], light.color[2], 1);
- if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
+ }
+ if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) {
hawk.drawdifftex(hawktexture);
+ }
}
glPopMatrix();
glCullFace(GL_FRONT);
glDepthMask(1);
for (unsigned k = 0; k < Person::players.size(); k++) {
- if (!(k == 0 || tutoriallevel != 1)) {
+ if (!(k == 0 || !Tutorial::active)) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
distance = distsq(&viewer, &Person::players[k]->coords);
distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
- if (distance >= 1)
+ if (distance >= 1) {
glDisable(GL_BLEND);
+ }
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
}
}
-
if (numpathpoints > 1) {
glColor4f(0, 1, 0, 1);
for (unsigned k = 0; int(k) < numpathpoints; k++) {
glEnable(GL_TEXTURE_2D);
glColor4f(.5, .5, .5, 1);
if (!console) {
- if (!tutoriallevel)
+ if (!Tutorial::active) {
if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
- const char *bonus_name;
- if (bonus < bonus_count)
+ const char* bonus_name;
+ if (bonus < bonus_count) {
bonus_name = bonus_names[bonus];
- else
+ } else {
bonus_name = "Excellent!"; // When does this happen?
-
+ }
text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
- string = to_string((int)bonusvalue);
+ string = to_string(bonusvalue);
text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
glColor4f(.5, .5, .5, 1);
}
+ }
- if (tutoriallevel == 1) {
- tutorialopac = tutorialmaxtime - tutorialstagetime;
- if (tutorialopac > 1)
- tutorialopac = 1;
- if (tutorialopac < 0)
- tutorialopac = 0;
-
- string = " ";
- string2 = " ";
- string3 = " ";
- if (tutorialstage == 0) {
- string = " ";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 1) {
- string = "Welcome to the Lugaru training level!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 2) {
- string = "BASIC MOVEMENT:";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 3) {
- string = "You can move the mouse to rotate the camera.";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 4) {
- string = std::string("Try using the ") +
- Input::keyToChar(forwardkey) + ", " +
- Input::keyToChar(leftkey) + ", " +
- Input::keyToChar(backkey) + " and " +
- Input::keyToChar(rightkey) + " keys to move around.";
- string2 = "All movement is relative to the camera.";
- string3 = " ";
- }
- if (tutorialstage == 5) {
- string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump.";
- string2 = "You can hold it longer to jump higher.";
- string3 = " ";
- }
- if (tutorialstage == 6) {
- string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch.";
- string2 = "You can jump higher from a crouching position.";
- string3 = " ";
- }
- if (tutorialstage == 7) {
- string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll.";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 8) {
- string = "While crouching, you can sneak around silently";
- string2 = "using the movement keys.";
- string3 = " ";
- }
- if (tutorialstage == 9) {
- string = "Release the crouch key while sneaking and hold the movement keys";
- string2 = "to run animal-style.";
- string3 = " ";
- }
- if (tutorialstage == 10) {
- string = "ADVANCED MOVEMENT:";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 11) {
- string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again";
- string2 = "during impact to perform a walljump.";
- string3 = "Be sure to use the movement keys to press against the wall";
- }
- if (tutorialstage == 12) {
- string = "While in the air, you can press crouch to flip.";
- string2 = "Walljumps and flips confuse enemies and give you more control.";
- string3 = " ";
- }
- if (tutorialstage == 13) {
- string = "BASIC COMBAT:";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 14) {
- string = "There is now an imaginary enemy";
- string2 = "in the middle of the training area.";
- string3 = " ";
- }
- if (tutorialstage == 15) {
- if (attackkey == MOUSEBUTTON1) {
- string = "Click to attack when you are near an enemy.";
- } else {
- string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy.";
- }
- string2 = "You can punch by standing still near an enemy and attacking.";
- string3 = " ";
- }
- if (tutorialstage == 16) {
- string = "If you are close, you will perform a weak punch.";
- string2 = "The weak punch is excellent for starting attack combinations.";
- string3 = " ";
- }
- if (tutorialstage == 17) {
- string = "Attacking while running results in a spin kick.";
- string2 = "This is one of your most powerful ground attacks.";
- string3 = " ";
- }
- if (tutorialstage == 18) {
- string = "Sweep the enemy's legs out by attacking while crouched.";
- string2 = "This is a very fast attack, and easy to follow up.";
- string3 = " ";
- }
- if (tutorialstage == 19) {
- string = "When an enemy is on the ground, you can deal some extra";
- string2 = "damage by running up and drop-kicking him.";
- string3 = "(Try knocking them down with a sweep first)";
- }
- if (tutorialstage == 20) {
- string = "Your most powerful individual attack is the rabbit kick.";
- if (attackkey == MOUSEBUTTON1) {
- string2 = "Run at the enemy while holding the mouse button, and press";
- } else {
- string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press";
- }
- string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack.";
- }
- if (tutorialstage == 21) {
- string = "This attack is devastating if timed correctly.";
- string2 = "Even if timed incorrectly, it will knock the enemy over.";
- if (againbonus)
- string3 = "Try rabbit-kicking the imaginary enemy again.";
- else
- string3 = "Try rabbit-kicking the imaginary enemy.";
- }
- if (tutorialstage == 22) {
- string = "If you sneak behind an enemy unnoticed, you can kill";
- string2 = "him instantly. Move close behind this enemy";
- string3 = "and attack.";
- }
- if (tutorialstage == 23) {
- string = "Another important attack is the wall kick. When an enemy";
- string2 = "is near a wall, perform a walljump nearby and hold";
- string3 = "the attack key during impact with the wall.";
- }
- if (tutorialstage == 24) {
- string = "You can tackle enemies by running at them animal-style";
- if (attackkey == MOUSEBUTTON1) {
- string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button).";
- } else {
- string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ").";
- }
- string3 = "This is especially useful when they are running away.";
- }
- if (tutorialstage == 25) {
- string = "Dodge by pressing back and attack. Dodging is essential";
- string2 = "against enemies with swords or other long weapons.";
- string3 = " ";
- }
- if (tutorialstage == 26) {
- string = "REVERSALS AND COUNTER-REVERSALS";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 27) {
- string = "The enemy can now reverse your attacks.";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 28) {
- string = "If you attack, you will notice that the enemy now sometimes";
- string2 = "catches your attack and uses it against you. Hold";
- string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals.";
- }
- if (tutorialstage == 29) {
- string = "Try escaping from two more reversals in a row.";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 30) {
- string = "Good!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 31) {
- string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the";
- string2 = "enemy's attack. You must also be close to the enemy;";
- string3 = "this is especially important against armed opponents.";
- }
- if (tutorialstage == 32) {
- string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds.";
- string2 = "This imaginary opponents attacks will be highlighted";
- string3 = "to make this easier.";
- }
- if (tutorialstage == 33) {
- string = "Reverse three enemy attacks!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 34) {
- string = "Reverse two more enemy attacks!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 35) {
- string = "Reverse one more enemy attack!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 36) {
- string = "Excellent!";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 37) {
- string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds.";
- string2 = "Damage dealt: " + to_string(int(damagedealt));
- string3 = "Damage taken: " + to_string(int(damagetaken));
- }
- if (tutorialstage == 38) {
- string = "WEAPONS:";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 39) {
- string = "There is now an imaginary knife";
- string2 = "in the center of the training area.";
- string3 = " ";
- }
- if (tutorialstage == 40) {
- string = "Stand, roll or handspring over the knife";
- string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up.";
- string3 = "You can crouch and press the same key to drop it again.";
- }
- if (tutorialstage == 41) {
- string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key.";
- string2 = "Sometimes it is best to keep them unequipped to";
- string3 = "prevent enemies from taking them. ";
- }
- if (tutorialstage == 42) {
- string = "The knife is the smallest weapon and the least encumbering.";
- string2 = "You can equip or unequip it while standing, crouching,";
- string3 = "running or flipping.";
- }
- if (tutorialstage == 43) {
- string = "You perform weapon attacks the same way as unarmed attacks,";
- string2 = "but sharp weapons cause permanent damage, instead of the";
- string3 = "temporary trauma from blunt weapons, fists and feet.";
- }
- if (tutorialstage == 44) {
- string = "The enemy now has your knife!";
- string2 = "Please reverse two of his knife attacks.";
- string3 = " ";
- }
- if (tutorialstage == 45) {
- string = "Please reverse one more of his knife attacks.";
- string2 = " ";
- string3 = " ";
- }
- if (tutorialstage == 46) {
- string = "Now he has a sword!";
- string2 = "The sword has longer reach than your arms, so you";
- string3 = "must move close to reverse the sword slash.";
- }
- if (tutorialstage == 47) {
- string = "Long weapons like the sword and staff are also useful for defense;";
- string2 = "you can parry enemy weapon attacks by pressing the attack key";
- string3 = "at the right time. Please try parrying the enemy's attacks!";
- }
- if (tutorialstage == 48) {
- string = "The staff is like the sword, but has two main attacks.";
- string2 = "The standing smash is fast and effective, and the running";
- string3 = "spin smash is slower and more powerful.";
- }
- if (tutorialstage == 49) {
- string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + ".";
- string2 = "It is possible to throw the knife while flipping,";
- string3 = "but it is very inaccurate.";
- }
- if (tutorialstage == 50) {
- string = "You now know everything you can learn from training.";
- string2 = "Everything else you must learn from experience!";
- string3 = " ";
- }
- if (tutorialstage == 51) {
- string = "Walk out of the training area to return to the main menu.";
- string2 = " ";
- string3 = " ";
- }
-
- text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
- text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
- text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-
- string = "Press 'tab' to skip to the next item.";
- string2 = "Press escape at any time to";
- string3 = "pause or exit the tutorial.";
-
- text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+ if (Tutorial::active) {
+ Tutorial::DrawTextInfo();
}
//Hot spots
- if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
+ if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) {
float closestdist = -1;
- float distance = 0;
int closest = Hotspot::current;
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
- distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
+ float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
if (closestdist == -1 || distance < closestdist) {
if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
closestdist = distance;
if (closest != -1) {
Hotspot::current = closest;
if (Hotspot::hotspots[closest].type <= 10) {
- if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
- tutorialstagetime = 0;
- tutorialmaxtime = 1;
- tutorialopac = tutorialmaxtime - tutorialstagetime;
- if (tutorialopac > 1)
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) {
+ Tutorial::stagetime = 0;
+ }
+ Tutorial::maxtime = 1;
+ tutorialopac = Tutorial::maxtime - Tutorial::stagetime;
+ if (tutorialopac > 1) {
tutorialopac = 1;
- if (tutorialopac < 0)
+ }
+ if (tutorialopac < 0) {
tutorialopac = 0;
+ }
string = Hotspot::hotspots[closest].text;
int i = 0;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
- text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
lastline = i + 1;
line++;
- if (string[i] == '\0')
+ if (string[i] == '\0') {
done = 1;
+ }
}
- if (i >= 255)
+ if (i >= 255) {
done = 1;
+ }
i++;
}
} else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
}
}
+ /* Drowing dialogs */
if (Dialog::inDialog() && !mainmenu) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
- if (Dialog::currentScene().location == 1)
+ if (Dialog::currentScene().location == 1) {
glTranslatef(0, screenheight * 3 / 4, 0);
+ }
glScalef(screenwidth, screenheight / 4, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
starty = screenheight * 1 / 5 - screenheight / 16;
}
- // FIXME - What is that char[] building for?
- char tempname[264];
- int tempnum = 0;
- for (int i = 0; i < 264; i++) {
- tempname[i] = '\0';
- }
-
- for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
- tempname[tempnum] = Dialog::currentScene().name[i];
- if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
- tempname[tempnum] = '\0';
- else
- tempnum++;
- }
-
- string = std::string(tempname) + ": ";
+ /* Get speaker name, and remove potential '#' chars hardcoded in it. */
+ string = Dialog::currentScene().name + ": ";
+ string.erase(std::remove(string.begin(), string.end(), '#'), string.end());
+ /* Print speaker name in dialog box. */
if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
- text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+ text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight);
} else {
glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
- }
-
- tempnum = 0;
- for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
- tempname[tempnum] = Dialog::currentScene().text[i];
- if (Dialog::currentScene().text[i] != '#')
- tempnum++;
+ text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
}
- string = tempname;
+ /* Get dialog text, and remove potential '#' chars hardcoded in it.' */
+ string = Dialog::currentScene().text;
+ string.erase(std::remove(string.begin(), string.end(), '#'), string.end());
+ /* Print dialog text in dialog box. */
int lastline = 0;
int line = 0;
bool done = false;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
- text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
} else {
glColor4f(0, 0, 0, tutorialopac);
- text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
}
lastline = i + 1;
line++;
- if (string[i] == '\0')
+ if (string[i] == '\0') {
done = 1;
+ }
}
- if (i >= 255)
+ if (i >= 255) {
done = 1;
+ }
i++;
}
}
- if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
+ if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) {
if (campaign) {
if (scoreadded) {
string = "Score: " + to_string(int(Account::active().getCampaignScore()));
glColor4f(.5, .5, .5, 1);
-
if ((texttoggle || editorenabled) && devtools && !mainmenu) {
string = "The framespersecond is " + to_string(int(fps));
text->glPrint(10, 30, string, 0, .8, 1024, 768);
string = "Object type: " + to_string(editortype);
text->glPrint(10, 120, string, 0, .8, 1024, 768);
switch (editortype) {
- case boxtype:
- string = "(box)";
- break;
- case treetrunktype:
- string = "(tree)";
- break;
- case walltype:
- string = "(wall)";
- break;
- case weirdtype:
- string = "(weird)";
- break;
- case spiketype:
- string = "(spike)";
- break;
- case rocktype:
- string = "(rock)";
- break;
- case bushtype:
- string = "(bush)";
- break;
- case tunneltype:
- string = "(tunnel)";
- break;
- case chimneytype:
- string = "(chimney)";
- break;
- case platformtype:
- string = "(platform)";
- break;
- case cooltype:
- string = "(cool)";
- break;
- case firetype:
- string = "(fire)";
- break;
+ case boxtype:
+ string = "(box)";
+ break;
+ case treetrunktype:
+ string = "(tree)";
+ break;
+ case walltype:
+ string = "(wall)";
+ break;
+ case weirdtype:
+ string = "(weird)";
+ break;
+ case spiketype:
+ string = "(spike)";
+ break;
+ case rocktype:
+ string = "(rock)";
+ break;
+ case bushtype:
+ string = "(bush)";
+ break;
+ case tunneltype:
+ string = "(tunnel)";
+ break;
+ case chimneytype:
+ string = "(chimney)";
+ break;
+ case platformtype:
+ string = "(platform)";
+ break;
+ case cooltype:
+ string = "(cool)";
+ break;
+ case firetype:
+ string = "(fire)";
+ break;
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
}
string = "Difficulty: " + to_string(difficulty);
text->glPrint(10, 240, string, 0, .8, 1024, 768);
-
}
}
glEnable(GL_BLEND);
glColor4f(0, 0, 0, .5);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
+ glVertex3f(0, 0, 0.0f);
glVertex3f(256, 0, 0.0f);
glVertex3f(256, 256, 0.0f);
glVertex3f(0, 256, 0.0f);
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- if (Person::players[0]->dead)
+ if (Person::players[0]->dead) {
blackout += multiplier * 3;
- if (Person::players[0]->dead == 1)
+ }
+ if (Person::players[0]->dead == 1) {
blackout = .4f;
- if (Person::players[0]->dead == 2 && blackout > .6)
+ }
+ if (Person::players[0]->dead == 2 && blackout > .6) {
blackout = .6;
+ }
glColor4f(0, 0, 0, blackout);
if (!Person::players[0]->dead) {
- if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
- glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
+ if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) {
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3);
blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
} else {
glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
blackout = Person::players[0]->blooddimamount * .3;
}
}
- if (console)
+ if (console) {
glColor4f(.7, 0, 0, .2);
+ }
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(256, 0, 0.0f);
glVertex3f(256, 256, 0.0f);
glVertex3f(0, 256, 0.0f);
glEnd();
}
if (flashamount > 0 && damageeffects) {
- if (flashamount > 1)
+ if (flashamount > 1) {
flashamount = 1;
- if (flashdelay <= 0)
+ }
+ if (flashdelay <= 0) {
flashamount -= multiplier;
+ }
flashdelay--;
- if (flashamount < 0)
+ if (flashamount < 0) {
flashamount = 0;
+ }
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glColor4f(flashr, flashg, flashb, flashamount);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
+ glVertex3f(0, 0, 0.0f);
glVertex3f(256, 0, 0.0f);
glVertex3f(256, 256, 0.0f);
glVertex3f(0, 256, 0.0f);
float mapviewdist = 20000;
glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
+ glColor3f(1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glPopMatrix();
glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
- for (int i = 0; i < Object::objects.size(); i++) {
+ for (unsigned int i = 0; i < Object::objects.size(); i++) {
if (Object::objects[i]->type == treetrunktype) {
distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
if (distcheck < mapviewdist) {
if (distcheck < mapviewdist) {
glPushMatrix();
Maparrowtexture.bind();
- if (i == 0)
+ if (i == 0) {
glColor4f(1, 1, 1, opac);
- else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
+ } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) {
glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
- else if (Person::players[i]->dead)
+ } else if (Person::players[i]->dead) {
glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
- else if (Person::players[i]->aitype == attacktypecutoff)
+ } else if (Person::players[i]->aitype == attacktypecutoff) {
glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
- else if (Person::players[i]->aitype == passivetype)
+ } else if (Person::players[i]->aitype == passivetype) {
glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
- else
+ } else {
glColor4f(1, 1, 0, 1);
+ }
glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
glScalef(.005, .005, .005);
//logo
glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
+ glColor3f(1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
//logo
glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
+ glColor3f(1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
int awards[award_count];
int numawards = award_awards(awards);
- for (int i = 0; i < numawards && i < 6; i++)
+ for (int i = 0; i < numawards && i < 6; i++) {
text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
+ }
}
if (drawmode != normalmode) {
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
- glBindTexture( GL_TEXTURE_2D, screentexture);
+ glBindTexture(GL_TEXTURE_2D, screentexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
}
}
if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
if (screentexture2) {
- glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glBindTexture(GL_TEXTURE_2D, screentexture2);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
}
if (!screentexture2) {
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures( 1, &screentexture2 );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glGenTextures(1, &screentexture2);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glBindTexture(GL_TEXTURE_2D, screentexture2);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
}
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_BACK);
}
- glColor3f (1.0, 1.0, 1.0); // no coloring
+ glColor3f(1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glBindTexture(GL_TEXTURE_2D, screentexture);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
if (drawmode == motionblurmode) {
- if (motionbluramount < .2)
+ if (motionbluramount < .2) {
motionbluramount = .2;
+ }
glColor4f(1, 1, 1, motionbluramount);
glPushMatrix();
glBegin(GL_QUADS);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBindTexture( GL_TEXTURE_2D, screentexture);
+ glBindTexture(GL_TEXTURE_2D, screentexture);
glColor4f(1, 1, 1, .5);
glPushMatrix();
glBegin(GL_QUADS);
glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
- glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glBindTexture(GL_TEXTURE_2D, screentexture2);
glColor4f(1, 1, 1, .5);
glPushMatrix();
glBegin(GL_QUADS);
if (drawmode == doublevisionmode) {
static float crosseyedness;
crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
- if (crosseyedness > 1)
+ if (crosseyedness > 1) {
crosseyedness = 1;
- if (crosseyedness < 0)
+ }
+ if (crosseyedness < 0) {
crosseyedness = 0;
+ }
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
int offset = 0;
- if (consoleselected >= 60)
+ if (consoleselected >= 60) {
offset = consoleselected - 60;
- text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
+ }
+ textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
if (consoleblink) {
- text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+ textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
}
for (unsigned i = 0; i < 15; i++) {
- text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+ textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
}
}
}
multiplier = 0;
}
- if ( side == stereoRight || side == stereoCenter ) {
+ if (side == stereoRight || side == stereoCenter) {
if (drawmode != motionblurmode || mainmenu) {
swap_gl_buffers();
}
weapons.DoStuff();
- if (drawtoggle == 2)
+ if (drawtoggle == 2) {
drawtoggle = 0;
+ }
if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
multiplier = tempmult;
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
Game::ReSizeGLScene(90, .1f);
//draw menu background
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 );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glVertex3f(-1, -1, 0);
glEnd();
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 );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glEnable(GL_TEXTURE_2D);
Game::Mainmenuitems[4].bind();
glBegin(GL_QUADS);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
-
-
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
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 );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glPopMatrix();
if (!Game::waiting) { // hide the cursor while waiting for a key
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
-
//draw screen flash
if (flashamount > 0) {
- if (flashamount > 1)
+ if (flashamount > 1) {
flashamount = 1;
- if (flashdelay <= 0)
+ }
+ if (flashdelay <= 0) {
flashamount -= multiplier;
+ }
flashdelay--;
- if (flashamount < 0)
+ if (flashamount < 0) {
flashamount = 0;
+ }
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);