static float texcoordwidth, texcoordheight;
static float texviewwidth, texviewheight;
static int i, j, k, l;
- static GLubyte color;
+ //~ static GLubyte color;
static XYZ checkpoint;
static float tempmult;
float tutorialopac;
case stereoRight:
glColorMask( 1.0, 0.0, 0.0, 1.0 );
break;
+ default:
+ break;
}
} else {
glColorMask( 1.0, 1.0, 1.0, 1.0 );
int olddrawmode = drawmode;
if (ismotionblur && !loading) {
- if ((findLengthfast(&player[0].velocity) > 200) && velocityblur && !cameramode) {
+ if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
drawmode = motionblurmode;
- motionbluramount = 200 / (findLengthfast(&player[0].velocity));
+ motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
changed = 1;
}
- if (player[0].damage - player[0].superpermanentdamage > (player[0].damagetolerance - player[0].superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
+ if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
drawmode = doublevisionmode;
changed = 1;
}
//shake
glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
//sway
- glRotatef(pitch + sin(woozy / 2) * (player[0].damage / player[0].damagetolerance) * 5, 1, 0, 0);
- glRotatef(yaw + sin(woozy) * (player[0].damage / player[0].damagetolerance) * 5, 0, 1, 0);
+ 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);
}
if (cameramode || freeze || winfreeze) {
glRotatef(pitch, 1, 0, 0);
static XYZ point;
static float size, opacity, rotation;
rotation = 0;
- for (k = 0; k < numplayers; k++) {
- if (!player[k].skeleton.free && player[k].playerdetail && player[k].howactive < typesleeping)
- if (frustum.SphereInFrustum(player[k].coords.x, player[k].coords.y + player[k].scale * 3, player[k].coords.z, player[k].scale * 7) && player[k].occluded < 25)
- for (i = 0; i < player[k].skeleton.num_joints; i++) {
- if (player[k].skeleton.joints[i].label == leftknee || player[k].skeleton.joints[i].label == rightknee || player[k].skeleton.joints[i].label == groin) {
- point = DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords;
+ for (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 (i = 0; i < Person::players[k]->skeleton.num_joints; 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 - 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;
+ 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) {
- 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;
+ 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[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].yaw, 0) * player[k].scale + player[k].coords - objects.position[j], 0, -objects.yaw[j], 0);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == 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 - objects.position[j], 0, -objects.yaw[j], 0);
size = .4f;
opacity = .4f;
if (k != 0 && tutoriallevel == 1) {
}
}
}
- if ((player[k].skeleton.free || player[k].howactive >= typesleeping) && player[k].playerdetail)
- if (frustum.SphereInFrustum(player[k].coords.x, player[k].coords.y, player[k].coords.z, player[k].scale * 5) && player[k].occluded < 25)
- for (i = 0; i < player[k].skeleton.num_joints; i++) {
- if (player[k].skeleton.joints[i].label == leftknee || player[k].skeleton.joints[i].label == rightknee || player[k].skeleton.joints[i].label == groin || player[k].skeleton.joints[i].label == leftelbow || player[k].skeleton.joints[i].label == rightelbow || player[k].skeleton.joints[i].label == neck) {
- if (player[k].skeleton.free)
- point = player[k].skeleton.joints[i].position * player[k].scale + player[k].coords;
+ 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 (i = 0; i < Person::players[k]->skeleton.num_joints; 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)
+ point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
else
- point = DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords;
+ 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 - 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)) / 5;
+ 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) {
- 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;
+ 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[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.yaw[j], 0);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ if (Person::players[k]->skeleton.free)
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
else
- point = DoRotation(DoRotation(player[k].skeleton.joints[i].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords - objects.position[j], 0, -objects.yaw[j], 0);
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
size = .4f;
opacity = .4f;
if (k != 0 && tutoriallevel == 1) {
}
}
- if (!player[k].playerdetail)
- if (frustum.SphereInFrustum(player[k].coords.x, player[k].coords.y, player[k].coords.z, player[k].scale * 5)) {
- point = player[k].coords;
+ 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 - (player[k].coords.y - terrain.getHeight(player[k].coords.x, player[k].coords.z)) / 5;
+ 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[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.yaw[j], 0);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
size = .7;
opacity = .4f;
objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (k == 0 || tutoriallevel != 1) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
- terrainlight = terrain.getLighting(player[k].coords.x, player[k].coords.z);
- distance = distsq(&viewer, &player[k].coords);
+ 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)
glDisable(GL_BLEND);
if (distance >= .5) {
- checkpoint = DoRotation(player[k].skeleton.joints[abs(Random() % player[k].skeleton.num_joints)].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords;
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- if (!player[k].occluded == 0)
- i = checkcollide(viewer, checkpoint, player[k].lastoccluded);
- if (i == -1 || player[k].occluded == 0)
+ if (!Person::players[k]->occluded == 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1 || Person::players[k]->occluded == 0)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
- player[k].occluded += 1;
- player[k].lastoccluded = i;
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
} else {
- player[k].occluded = 0;
+ Person::players[k]->occluded = 0;
}
- if (player[k].occluded < 25)
- player[k].DrawSkeleton();
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
}
}
}
}
if (!cameramode && musictype == stream_fighttheme)
- playerdist = distsqflat(&player[0].coords, &viewer);
+ playerdist = distsqflat(&Person::players[0]->coords, &viewer);
else
playerdist = -100;
glPushMatrix();
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (!(k == 0 || tutoriallevel != 1)) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
- terrainlight = terrain.getLighting(player[k].coords.x, player[k].coords.z);
- distance = distsq(&viewer, &player[k].coords);
+ 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)
glDisable(GL_BLEND);
if (distance >= .5) {
- checkpoint = DoRotation(player[k].skeleton.joints[abs(Random() % player[k].skeleton.num_joints)].position, 0, player[k].yaw, 0) * player[k].scale + player[k].coords;
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- if (!player[k].occluded == 0)
- i = checkcollide(viewer, checkpoint, player[k].lastoccluded);
- if (i == -1 || player[k].occluded == 0)
+ if (!Person::players[k]->occluded == 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1 || Person::players[k]->occluded == 0)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
- player[k].occluded += 1;
- player[k].lastoccluded = i;
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
} else {
- player[k].occluded = 0;
+ Person::players[k]->occluded = 0;
}
- if (player[k].occluded < 25)
- player[k].DrawSkeleton();
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
}
}
}
glDisable(GL_COLOR_MATERIAL);
glColor4f(1, 1, 0, 1);
- for (k = 0; k < numplayers; k++) {
- if (player[k].numwaypoints > 1) {
+ for (k = 0; k < Person::players.size(); k++) {
+ if (Person::players[k]->numwaypoints > 1) {
glBegin(GL_LINE_LOOP);
- for (i = 0; i < player[k].numwaypoints; i++) {
- glVertex3f(player[k].waypoints[i].x, player[k].waypoints[i].y + .5, player[k].waypoints[i].z);
+ for (i = 0; i < Person::players[k]->numwaypoints; i++) {
+ glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
}
glEnd();
}
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.", Input::keyToChar(jumpkey));
+ sprintf (string, "While in the air, you can press crouch to flip.");
sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
sprintf (string3, " ");
}
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.", Input::keyToChar(jumpkey));
+ sprintf (string, "Press 'tab' to skip to the next item.");
sprintf (string2, "Press escape at any time to");
sprintf (string3, "pause or exit the tutorial.");
float distance = 0;
closest = currenthotspot;
for (i = 0; i < numhotspots; i++) {
- distance = distsq(&player[0].coords, &hotspot[i]);
+ distance = distsq(&Person::players[0]->coords, &hotspot[i]);
if (closestdist == -1 || distance < closestdist) {
- if (distsq(&player[0].coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
+ if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
closestdist = distance;
closest = i;
}
currenthotspot = closest;
if (currenthotspot != -1) {
if (hotspottype[closest] <= 10) {
- if (distsq(&player[0].coords, &hotspot[closest]) < hotspotsize[closest])
+ if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
tutorialstagetime = 0;
tutorialmaxtime = 1;
tutorialopac = tutorialmaxtime - tutorialstagetime;
} else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
whichdialogue = hotspottype[closest] - 20;
for (j = 0; j < numdialogueboxes[whichdialogue]; j++) {
- player[participantfocus[whichdialogue][j]].coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
- player[participantfocus[whichdialogue][j]].velocity = 0;
- player[participantfocus[whichdialogue][j]].animTarget = player[participantfocus[whichdialogue][j]].getIdle();
- player[participantfocus[whichdialogue][j]].frameTarget = 0;
+ Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
+ Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
+ Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
+ Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
}
directing = 0;
indialogue = 0;
if (dialogueboxsound[whichdialogue][indialogue] == -2) whichsoundplay = firestartsound;
if (dialogueboxsound[whichdialogue][indialogue] == -3) whichsoundplay = consolesuccesssound;
if (dialogueboxsound[whichdialogue][indialogue] == -4) whichsoundplay = consolefailsound;
- emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
+ emit_sound_at(whichsoundplay, Person::players[participantfocus[whichdialogue][indialogue]]->coords);
}
}
}
}
if (indialogue != -1 && !mainmenu) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
if (dialogueboxlocation[whichdialogue][indialogue] == 1)
glTranslatef(0, screenheight * 3 / 4, 0);
glScalef(screenwidth, screenheight / 4, 1);
glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7);
glBegin(GL_QUADS);
- 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);
+ glVertex3f(1, 0, 0.0f);
+ glVertex3f(1, 1, 0.0f);
+ glVertex3f(0, 1, 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
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_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
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;
+ float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
glBegin(GL_QUADS);
glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
glVertex3f(1, 0, 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;
+ bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance;
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f((bar < 1 ? bar : 1), 0, 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;
+ bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f((bar < 1 ? bar : 1), 0, 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;
+ bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance;
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f((bar < 1 ? bar : 1), 0, 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;
+ bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance;
glBegin(GL_QUADS);
glVertex3f(0, 0, 0.0f);
glVertex3f((bar < 1 ? bar : 1), 0, 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
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));
+ sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[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(130, 120, string, 0, .8, 1024, 768);
- sprintf (string, "Numplayers: %d", numplayers);
+ sprintf (string, "Numplayers: %d", Person::players.size());
text->glPrint(10, 155, string, 0, .8, 1024, 768);
- sprintf (string, "Player %d: numwaypoints: %d", numplayers, player[numplayers - 1].numwaypoints);
+ sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
sprintf (string, "Difficulty: %d", difficulty);
}
if (drawmode == glowmode) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(0, 0, 0, .5);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
- if ((((blackout && damageeffects) || (player[0].bloodloss > 0 && damageeffects && player[0].blooddimamount > 0) || player[0].dead) && !cameramode) || console) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- if (player[0].dead)
+ if (Person::players[0]->dead)
blackout += multiplier * 3;
- if (player[0].dead == 1)
+ if (Person::players[0]->dead == 1)
blackout = .4f;
- if (player[0].dead == 2 && blackout > .6)
+ if (Person::players[0]->dead == 2 && blackout > .6)
blackout = .6;
glColor4f(0, 0, 0, blackout);
- if (!player[0].dead) {
- if ((player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
- glColor4f(0, 0, 0, player[0].blooddimamount * player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5)*.3);
- blackout = player[0].blooddimamount * player[0].bloodloss / player[0].damagetolerance * (sin(woozy) / 4 + .5) * .3;
+ 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);
+ blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
} else {
- glColor4f(0, 0, 0, player[0].blooddimamount * .3);
- blackout = player[0].blooddimamount * .3;
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
+ blackout = Person::players[0]->blooddimamount * .3;
}
}
if (console)
glColor4f(.7, 0, 0, .2);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
flashdelay--;
if (flashamount < 0)
flashamount = 0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
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);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
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 );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
glTranslatef(1.75, .25, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float distcheck;
int numliveplayers = 0;
center = 0;
- for (i = 0; i < numplayers; i++) {
- if (!player[i].dead)
+ for (i = 0; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead)
numliveplayers++;
}
numadd++;
}
}
- for (i = 0; i < numplayers; i++) {
- if (!player[i].dead)
- center += player[i].coords;
+ for (i = 0; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead)
+ center += Person::players[i]->coords;
}
center /= numadd + numliveplayers;
- center = player[0].coords;
+ center = Person::players[0]->coords;
float maxdistance = 0;
float tempdist;
maxdistance = tempdist;
}
}
- for (i = 0; i < numplayers; i++) {
- if (!player[i].dead) {
- tempdist = distsq(¢er, &player[i].coords);
+ for (i = 0; i < Person::players.size(); i++) {
+ if (!Person::players[i]->dead) {
+ tempdist = distsq(¢er, &Person::players[i]->coords);
if (tempdist > maxdistance) {
//~ whichclosest=i;
maxdistance = tempdist;
glPushMatrix();
glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
glPopMatrix();
- glRotatef(player[0].lookyaw * -1 + 180, 0, 0, 1);
+ 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 (i = 0; i < objects.numobjects; i++) {
if (objects.type[i] == treetrunktype) {
- distcheck = distsq(&player[0].coords, &objects.position[i]);
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
if (distcheck < mapviewdist) {
Mapcircletexture.bind();
glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
glScalef(.003, .003, .003);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
}
if (objects.type[i] == boxtype) {
- distcheck = distsq(&player[0].coords, &objects.position[i]);
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
if (distcheck < mapviewdist) {
Mapboxtexture.bind();
glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
glScalef(.002, .002, .002);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
}
- for (i = 0; i < numplayers; i++) {
- distcheck = distsq(&player[0].coords, &player[i].coords);
+ for (i = 0; i < Person::players.size(); i++) {
+ distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
if (distcheck < mapviewdist) {
glPushMatrix();
Maparrowtexture.bind();
if (i == 0)
glColor4f(1, 1, 1, opac);
- else if (player[i].dead == 2 || player[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 (player[i].dead)
+ else if (Person::players[i]->dead)
glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
- else if (player[i].aitype == attacktypecutoff)
+ else if (Person::players[i]->aitype == attacktypecutoff)
glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
- else if (player[i].aitype == passivetype)
+ else if (Person::players[i]->aitype == passivetype)
glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
else
glColor4f(1, 1, 0, 1);
- glTranslatef(player[i].coords.x / terrain.scale / 256 * -2 + 1, player[i].coords.z / terrain.scale / 256 * 2 - 1, 0);
- glRotatef(player[i].yaw + 180, 0, 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);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
}
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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
- if (loading && !stealthloading && (!campaign || player[0].dead)) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(0, 0, 0, .7);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
if (winfreeze && !campaign) {
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(0, 0, 0, .4);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
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); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glTranslatef(1, 1, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glBindTexture( GL_TEXTURE_2D, screentexture2);
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if (drawmode == doublevisionmode) {
static float crosseyedness;
- crosseyedness = abs(player[0].damage - player[0].superpermanentdamage - (player[0].damagetolerance - player[0].superpermanentdamage) * 1 / 2) / 30;
+ crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
if (crosseyedness > 1)
crosseyedness = 1;
if (crosseyedness < 0)
glScalef(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
if (crosseyedness) {
glScalef(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
glTranslatef(.01, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(-.01, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(.0, .01, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(0, -.01, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
}
glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(texcoordwidth, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(texcoordwidth, texcoordheight);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, texcoordheight);
- glVertex3f(-1, 1, 0.0f);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.001f);
glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glPushMatrix();
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glEnd();
glPopMatrix();
glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glMatrixMode(GL_PROJECTION);
glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
- 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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, 640, 0, 480, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glEnable(GL_TEXTURE_2D);
Menu::drawItems();
//draw mouse cursor
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glMatrixMode(GL_PROJECTION);
glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glPushMatrix();
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glPopMatrix();
}
glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glMatrixMode(GL_PROJECTION);
glPopMatrix();
flashdelay--;
if (flashamount < 0)
flashamount = 0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
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
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
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);
+ 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
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);