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);
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);
}
}
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);
text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
glColor4f(1,0,0,1);
text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
+ if(showdamagebar) {
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glTranslatef(15,screenheight*17.5/20,0);
+ glScalef(screenwidth/3+20,screenheight/20,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0.0,0.4,0.0,0.7);
+ float bar=((float)player[0].damage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f(1,0,0.0f);
+ glVertex3f(1,1,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glEnd();
+ glColor4f(0.1,0.0,0.0,1);
+ bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].damage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.4,0.0,0.0,0.7);
+ bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
+ glBegin(GL_QUADS);
+ glVertex3f(0,0,0.0f);
+ glVertex3f((bar<1?bar:1),0,0.0f);
+ glVertex3f((bar<1?bar:1),1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glEnd();
+ glColor4f(0.0,0.0,0.0,0.7);
+ glLineWidth(2.0);
+ glBegin(GL_LINE_STRIP);
+ glVertex3f(0,0,0.0f);
+ glVertex3f(1,0,0.0f);
+ glVertex3f(1,1,0.0f);
+ glVertex3f(0,1,0.0f);
+ glVertex3f(0,0,0.0f);
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ // writing the numbers :
+ sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
+ glColor4f(0,0,0,1);
+ text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
+ glColor4f(1,0,0,1);
+ text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
+ }
}
glColor4f(.5,.5,.5,1);
/*if(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);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
if(mainmenu==3){
- nummenuitems=12;
+ nummenuitems=13;
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;
movex[7]=0;
movey[7]=0;
+ sprintf (menustring[12], "-Configure Stereo -");
+ startx[12]=10+15;
+ starty[12]=60;
+ 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;
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){
}
}
- 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;
}
}
}
- 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)
{
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, "_");
if(flashamount>0)
{
+ //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
if(flashamount>1)flashamount=1;
if(flashdelay<=0)flashamount-=multiplier;
flashdelay--;