extern float texscale;
extern Light light;
extern Terrain terrain;
-extern Sprites sprites;
+//extern Sprites sprites;
extern float multiplier;
extern float sps;
extern float viewdistance;
flashdelay=1;
}
/*********************> DrawGLScene() <*****/
-long long Game::MD5_string (char *string){
+long long Game::MD5_string (char* string){
char temp[256]="";
char temp2[256]="";
long long num=90814;
glDepthMask(0);
- sprites.Draw();
+ Sprite::Draw();
if(editorenabled){
glEnable(GL_BLEND);
glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
glPushMatrix();
glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
- /*float startx,starty,endx,endy;
- glBegin(GL_QUADS);
- glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256);
- glVertex3f(-1, 1, 0.0f);
- glEnd();*/
glPopMatrix();
glRotatef(player[0].lookrotation*-1+180,0,0,1);
glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
glTexCoord2f(0,1);
glVertex3f(-1, 1, 0.0f);
glEnd();
- /*glBegin(GL_TRIANGLES);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(0, 1, 0.0f);
- glEnd();*/
glPopMatrix();
}
}
- /*glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();*/
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glDepthMask(1);
}
- /*if(loading){
- loading=2;
- drawmode=normalmode;
- }*/
-
-
if(loading&&!stealthloading&&(!campaign||player[0].dead)){
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glDisable(GL_CULL_FACE);
glColor3f (1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
- /*glBindTexture( GL_TEXTURE_2D, logotexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef((float)screenwidth/2,(float)screenwidth/2,1);
- glTranslatef(1.8,1.25,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1,1,1,1);
- glPushMatrix();
- glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);*/
//Minimap
glColor3f (1.0, 1.0, 1.0); // no coloring
glEnable(GL_TEXTURE_2D);
- /*glBindTexture( GL_TEXTURE_2D, logotexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef((float)screenwidth/2,(float)screenwidth/2,1);
- glTranslatef(1.8,1.25,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1,1,1,1);
- glPushMatrix();
- glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);*/
//Awards
int numawards;
}
bool alldead;
alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardalldead;
- numawards++;
- }
- alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=1)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardnodead;
- numawards++;
- }
- if(numresponded==0&&!numthrowkill){
- awards[numawards]=awardstealth;
- numawards++;
- }
- if(numattacks==numstaffattack&&numattacks>0){
- awards[numawards]=awardbojutsu;
- numawards++;
- }
- if(numattacks==numswordattack&&numattacks>0){
- awards[numawards]=awardswordsman;
- numawards++;
- }
- if(numattacks==numknifeattack&&numattacks>0){
- awards[numawards]=awardknifefighter;
- numawards++;
- }
- if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
- awards[numawards]=awardkungfu;
- numawards++;
- }
- if(numescaped>0){
- awards[numawards]=awardevasion;
- numawards++;
- }
- if(numflipfail==0&&numflipped+numwallflipped*2>20){
- awards[numawards]=awardacrobat;
- numawards++;
- }
- if(numthrowkill==numplayers-1){
- awards[numawards]=awardlongrange;
- numawards++;
- }
- alldead=1;
- if(numplayers>1)
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(numafterkill>0&&alldead){
- awards[numawards]=awardbrutal;
- numawards++;
- }
- if(numreversals>((float)numattacks)*.8&&numreversals>3){
- awards[numawards]=awardaikido;
- numawards++;
- }
- if(maxalarmed==1&&numplayers>2){
- awards[numawards]=awardstrategy;
- numawards++;
- }
- if(numflipfail>3){
- awards[numawards]=awardklutz;
- numawards++;
- }
+ for(i=1;i<numplayers;i++){
+ if(player[i].dead!=2)alldead=0;
+ }
+ if(alldead){
+ awards[numawards]=awardalldead;
+ numawards++;
+ }
+ alldead=1;
+ for(i=1;i<numplayers;i++){
+ if(player[i].dead!=1)alldead=0;
+ }
+ if(alldead){
+ awards[numawards]=awardnodead;
+ numawards++;
+ }
+ if(numresponded==0&&!numthrowkill){
+ awards[numawards]=awardstealth;
+ numawards++;
+ }
+ if(numattacks==numstaffattack&&numattacks>0){
+ awards[numawards]=awardbojutsu;
+ numawards++;
+ }
+ if(numattacks==numswordattack&&numattacks>0){
+ awards[numawards]=awardswordsman;
+ numawards++;
+ }
+ if(numattacks==numknifeattack&&numattacks>0){
+ awards[numawards]=awardknifefighter;
+ numawards++;
+ }
+ if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
+ awards[numawards]=awardkungfu;
+ numawards++;
+ }
+ if(numescaped>0){
+ awards[numawards]=awardevasion;
+ numawards++;
+ }
+ if(numflipfail==0&&numflipped+numwallflipped*2>20){
+ awards[numawards]=awardacrobat;
+ numawards++;
+ }
+ if(numthrowkill==numplayers-1){
+ awards[numawards]=awardlongrange;
+ numawards++;
+ }
+ alldead=1;
+ for(i=1;i<numplayers;i++){
+ if(player[i].dead!=2)alldead=0;
+ }
+ if(numafterkill>0&&alldead){
+ awards[numawards]=awardbrutal;
+ numawards++;
+ }
+ if(numreversals>((float)numattacks)*.8&&numreversals>3){
+ awards[numawards]=awardaikido;
+ numawards++;
+ }
+ if(maxalarmed==1&&numplayers>2){
+ awards[numawards]=awardstrategy;
+ numawards++;
+ }
+ if(numflipfail>3){
+ awards[numawards]=awardklutz;
+ numawards++;
+ }
//Win Screen Won Victory
if(mainmenu==1){
LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
- /*if(oldmainmenu==1||oldmainmenu==0){
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
- LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
- loaddistrib=0;
- }*/
}
if(mainmenu==2){
LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0);
LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0);
- /*if(oldmainmenu==2||oldmainmenu==0){
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
- LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
- loaddistrib=0;
- }*/
}
}
if(lastcheck>.5||oldmainmenu!=mainmenu){
if(mainmenu==5){
ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
- //campaignnumlevels=0;
- //accountactive->getCampaignChoicesMade()=0;
ipstream.ignore(256,':');
ipstream >> campaignnumlevels;
for(i=0;i<campaignnumlevels;i++){
ipstream >> campaignchoosenext[i];
ipstream.ignore(256,':');
ipstream >> campaignnumnext[i];
- if(campaignnumnext[i])
- for(j=0;j<campaignnumnext[i];j++){
- ipstream.ignore(256,':');
- ipstream >> campaignnextlevel[i][j];
- campaignnextlevel[i][j]-=1;
- }
+ for(j=0;j<campaignnumnext[i];j++){
ipstream.ignore(256,':');
- ipstream >> campaignlocationx[i];
- //campaignlocationx[i]-=30;
- ipstream.ignore(256,':');
- ipstream >> campaignlocationy[i];
- //campaignlocationy[i]+=30;
+ ipstream >> campaignnextlevel[i][j];
+ campaignnextlevel[i][j]-=1;
+ }
+ ipstream.ignore(256,':');
+ ipstream >> campaignlocationx[i];
+ ipstream.ignore(256,':');
+ ipstream >> campaignlocationy[i];
}
ipstream.close();
levelorder[0]=0;
levelvisible[0]=1;
- if(accountactive->getCampaignChoicesMade())
- for(i=0;i<accountactive->getCampaignChoicesMade();i++){
- levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
- levelvisible[levelorder[i+1]]=1;
- }
- int whichlevelstart;
- whichlevelstart=accountactive->getCampaignChoicesMade()-1;
- if(whichlevelstart<0){
- accountactive->setCampaignScore(0);
- accountactive->resetFasttime();
- campaignchoicenum=1;
- campaignchoicewhich[0]=0;
- }
- else
- {
- campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
- if(campaignchoicenum==0){
- //if(accountactive->getCampaignFasttime()==0||accountcampaigntime[accountactive]<accountactive->getCampaignFasttime())accountactive->getCampaignFasttime()=accountcampaigntime[accountactive];
- }
- if(campaignchoicenum)
- for(i=0;i<campaignchoicenum;i++){
- campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
- levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
- }
+ for(i=0;i<accountactive->getCampaignChoicesMade();i++){
+ levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
+ levelvisible[levelorder[i+1]]=1;
+ }
+ int whichlevelstart = accountactive->getCampaignChoicesMade()-1;
+ if(whichlevelstart<0){
+ accountactive->setCampaignScore(0);
+ accountactive->resetFasttime();
+ campaignchoicenum=1;
+ campaignchoicewhich[0]=0;
+ }
+ else
+ {
+ campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
+ for(i=0;i<campaignchoicenum;i++){
+ campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
+ levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
+ levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
}
- /*levelorder[0]=0;
- levelorder[1]=1;
- levelorder[2]=2;
- levelorder[3]=3;*/
+ }
}
}
if(mainmenu==5){
texdetail=temptexdetail;
- /*if(mainmenu!=0)*/oldmainmenu=mainmenu;
+ oldmainmenu=mainmenu;
if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17||mainmenu==18){
glClear(GL_DEPTH_BUFFER_BIT);
}
}
- if(mainmenu==13){
- nummenuitems=2;
- char temp[255];
-
- sprintf (menustring[0], "Please enter your name:");
- startx[0]=50;
- starty[0]=250;
- endx[0]=startx[0]+strlen(menustring[0])*10;
- endy[0]=starty[0]+20;
- movex[0]=0;
- movey[0]=0;
-
- sprintf (menustring[1], "Please enter your name:");
- startx[1]=290;
- starty[1]=250;
- endx[1]=startx[1]+strlen(menustring[1])*10;
- endy[1]=starty[1]+20;
- movex[1]=0;
- movey[1]=0;
- }
if(mainmenu==1||mainmenu==2){
nummenuitems=7;
startx[0]=150;
}
}
- 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==5&&(i!=0&&i!=6))selected=i;
- if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
- if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
- }
+ if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==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==5&&(i!=0&&i!=6))selected=i;
+ if(mainmenu==9&&(i!=numchallengelevels+1))selected=i;
+ if(mainmenu==11&&(i!=numchallengelevels+1))selected=i;
}
+ }
- if(nummenuitems>0)
- for(i=0;i<nummenuitems;i++){
- if(selected==i)selectedlong[i]+=multiplier*5;
- if(selectedlong[i]>1)selectedlong[i]=1;
- if(selected!=i)selectedlong[i]-=multiplier*5;
- if(selectedlong[i]<0)selectedlong[i]=0;
- //if(i>=4)selectedlong[i]=.3;
- if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0;
- }
-
- if(nummenuitems>0)
- for(i=0;i<nummenuitems;i++){
- offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
- offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
- offsetx[i]*=.06f;
- offsety[i]*=.06f;
- offsetx[i]=0;
- offsety[i]=0;
- if(i>=4&&(mainmenu==1||mainmenu==2)){
- offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
- offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
- offsetx[i]*=.06f;
- offsety[i]*=.06f;
- }
- }
+ for(i=0;i<nummenuitems;i++){
+ if(selected==i) {
+ selectedlong[i]+=multiplier*5;
+ if(selectedlong[i]>1) selectedlong[i]=1;
+ } else {
+ selectedlong[i]-=multiplier*5;
+ if(selectedlong[i]<0) selectedlong[i]=0;
+ }
+ offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
+ offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
+ offsetx[i]*=.06f;
+ offsety[i]*=.06f;
+ offsetx[i]=0;
+ offsety[i]=0;
+ if(i>=4&&(mainmenu==1||mainmenu==2)){
+ selectedlong[i]=0;
+ offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2;
+ offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2;
+ offsetx[i]*=.06f;
+ offsety[i]*=.06f;
+ }
+ }
- if(mainmenu==1||mainmenu==2){
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(0,0,0,1.0);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glDisable(GL_TEXTURE_2D);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- glColor4f(0.4,0.4,0.4,1.0);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
+ if(mainmenu==1||mainmenu==2){
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.001f);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glTranslatef(screenwidth/2,screenheight/2,0);
+ glPushMatrix();
+ glScalef((float)screenwidth/2,(float)screenheight/2,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ glColor4f(0,0,0,1.0);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+ glDisable(GL_TEXTURE_2D);
+ glPushMatrix();
+ //glScalef(.25,.25,.25);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glEnable(GL_BLEND);
+ glColor4f(0.4,0.4,0.4,1.0);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
+ glPushMatrix();
+ //glScalef(.25,.25,.25);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPopMatrix();
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
- glDisable(GL_TEXTURE_2D);
- glColor4f(1,0,0,1);
- /*glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- if(anim!=1)glVertex3f(190, 150, 0.0f);
- if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(640, 150, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(640, 336, 0.0f);
- glTexCoord2f(0,1);
- if(anim!=1)glVertex3f(190, 336, 0.0f);
- if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f);
- glEnd();
- glPopMatrix();*/
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glPushMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(1,0,0,1);
+ glPopMatrix();
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- }
+ }
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glEnable(GL_TEXTURE_2D);
+ for(j=0;j<nummenuitems;j++)
+ {
+ if(j<=3||(mainmenu!=1&&mainmenu!=2))
+ {
+ //glDisable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_BLEND);
+ //glDisable(GL_ALPHA_TEST);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ if(mainmenu==1||mainmenu==2)
+ {
+ glColor4f(1,1,1,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glEnable(GL_BLEND);
+ //glDisable(GL_ALPHA_TEST);
+ if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ for(i=0;i<10;i++)
+ {
+ if(1-((float)i)/10-(1-selectedlong[j])>0)
+ {
+ glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ }
+ if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
+ {
+ if(mainmenu!=5||j<6)
+ {
+ glColor4f(1,0,0,1);
+ if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
+ if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
+ //if(1-((float)i)/10-(1-selectedlong[j])>0){
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glEnable(GL_TEXTURE_2D);
- if(nummenuitems>0)
+ glPushMatrix();
+ if(mainmenu!=7||j!=0||!entername)
+ text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
+ else
+ {
+ if(displayblink){
+ sprintf (string, "_");
+ text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
+ }
+ for(l=0;l<displaychars[0];l++){
+ sprintf (string, "%c",displaytext[0][l]);
+ text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
+ }
+ }
+ glPopMatrix();
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ for(i=0;i<15;i++)
{
- for(j=0;j<nummenuitems;j++)
+ if(1-((float)i)/15-(1-selectedlong[j])>0)
{
- if(j<=3||(mainmenu!=1&&mainmenu!=2))
- {
- //glDisable(GL_BLEND);
- glEnable(GL_ALPHA_TEST);
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- if(mainmenu==1||mainmenu==2)
+ glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
+ }
+ }
+ }
+ else
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.001f);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ if(j==6)glColor4f(1,1,1,1);
+ else glColor4f(1,0,0,1);
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glPushMatrix();
+
+ //Draw world, draw map
+ glTranslatef(2,-5,0);
+
+ if(j>6&&j<nummenuitems-1)
+ {
+ XYZ linestart,lineend,offset;
+ XYZ fac;
+ float startsize;
+ float endsize;
+ linestart=0;
+ lineend=0;
+ offset=0;
+ //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
+ linestart.x=(startx[j]+endx[j])/2;
+ linestart.y=(starty[j]+endy[j])/2;
+ if(j>=6+accountactive->getCampaignChoicesMade()){
+ linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
+ linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
+ }
+ lineend.x=(startx[j+1]+endx[j+1])/2;
+ lineend.y=(starty[j+1]+endy[j+1])/2;
+ offset=lineend-linestart;
+ fac=offset;
+ Normalise(&fac);
+ offset=DoRotation(offset,0,0,90);
+ Normalise(&offset);
+ glDisable(GL_TEXTURE_2D);
+
+ if(j<6+accountactive->getCampaignChoicesMade()){
+ glColor4f(0.5,0,0,1);
+ endsize=.5;
+ } else {
+ glColor4f(1,0,0,1);
+ endsize=1;
+ }
+ startsize=.5;
+
+ linestart+=fac*4*startsize;
+ lineend-=fac*4*endsize;
+
+ if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ glEnable(GL_TEXTURE_2D);
+ }
+
+
+ if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
+ else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
+ if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
+ if(j==6)glColor4f(1,1,1,1);
+ XYZ midpoint;
+ float itemsize;
+ itemsize=abs(startx[j]-endx[j])/2;
+ midpoint=0;
+ midpoint.x=(startx[j]+endx[j])/2;
+ midpoint.y=(starty[j]+endy[j])/2;
+ if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
+ if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
{
- glColor4f(1,1,1,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
- glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(1,0);
- glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(1,1);
- glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
glTexCoord2f(0,1);
- glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_BLEND);
{
if(1-((float)i)/10-(1-selectedlong[j])>0)
{
- glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
+ glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0,0);
- glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
glTexCoord2f(1,0);
- glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
glTexCoord2f(1,1);
- glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
glTexCoord2f(0,1);
- glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
+ glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
glEnd();
glPopMatrix();
}
}
}
- if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18)
- {
- if(mainmenu!=5||j<6)
- {
- glColor4f(1,0,0,1);
- if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
- if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,1);
- //if(1-((float)i)/10-(1-selectedlong[j])>0){
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- if(mainmenu!=7||j!=0||!entername)
- text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
- else
- {
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
- }
- for(l=0;l<displaychars[0];l++){
- sprintf (string, "%c",displaytext[0][l]);
- text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
- }
- }
- glPopMatrix();
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(i=0;i<15;i++)
- {
- if(1-((float)i)/15-(1-selectedlong[j])>0)
- {
- glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==11&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- if(mainmenu==3)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4-((/*1*/+((float)i)/70)*strlen(menustring[j]))*3,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==4)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==5)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==6)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4,starty[j]+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==8)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==9)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==11)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==10)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==17)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==13&&j!=1)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- if(mainmenu==18)text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4/*-((((float)i)/70)*strlen(menustring[j]))*3*/,starty[j]/*-i*1/2*/+offsety[j]*((float)i)/4,menustring[j],0,1+((float)i)/70,640,480);
- /*else{
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(startx[j]-((float)i)+offsetx[j]*((float)i)/4+(float)(displayselected)*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
- }
- k=0;
- for(l=0;l<displaychars[k];l++){
- if(l<displaychars[k]){
- sprintf (string, "%c",displaytext[k][l]);
- text.glPrint(startx[j]-((float)k)+offsetx[j]*((float)k)/4+l*10*(1+((float)i)/70),starty[j]+offsety[j]*((float)i)/4,string,0,1+((float)i)/70,640,480);
- }
- }
- }*/
- }
- }
- }
- else
- {
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- if(j==6)glColor4f(1,1,1,1);
- else glColor4f(1,0,0,1);
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
-
- //Draw world, draw map
- glTranslatef(2,-5,0);
-
- if(j>6&&j<nummenuitems-1)
- {
- XYZ linestart,lineend,offset;
- XYZ fac;
- float startsize;
- float endsize;
- linestart=0;
- lineend=0;
- offset=0;
- //float linestartx,lineendx,linestarty,lineendy,offsetx,offsety;
- linestart.x=(startx[j]+endx[j])/2;
- linestart.y=(starty[j]+endy[j])/2;
- if(j>=6+accountactive->getCampaignChoicesMade()){
- linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2;
- linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2;
- }
- lineend.x=(startx[j+1]+endx[j+1])/2;
- lineend.y=(starty[j+1]+endy[j+1])/2;
- offset=lineend-linestart;
- fac=offset;
- Normalise(&fac);
- offset=DoRotation(offset,0,0,90);
- Normalise(&offset);
- glDisable(GL_TEXTURE_2D);
-
- if(j<6+accountactive->getCampaignChoicesMade()){
- glColor4f(0.5,0,0,1);
- startsize=.5;
- endsize=.5;
- }
- if(j>=6+accountactive->getCampaignChoicesMade()){
- glColor4f(1,0,0,1);
- endsize=1;
- startsize=.5;
- }
-
- linestart+=fac*4*startsize;
- lineend-=fac*4*endsize;
-
- if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f);
- glEnd();
- glPopMatrix();
- }
- glEnable(GL_TEXTURE_2D);
- }
-
-
- if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
- else glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- if(j-7<accountactive->getCampaignChoicesMade())glColor4f(0.5,0,0,1);
- if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1);
- if(j==6)glColor4f(1,1,1,1);
- XYZ midpoint;
- float itemsize;
- itemsize=abs(startx[j]-endx[j])/2;
- midpoint=0;
- midpoint.x=(startx[j]+endx[j])/2;
- midpoint.y=(starty[j]+endy[j])/2;
- if(j>6&&(j-7<accountactive->getCampaignChoicesMade()))itemsize*=.5;
- if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum))
- {
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- //glDisable(GL_ALPHA_TEST);
- if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- for(i=0;i<10;i++)
- {
- if(1-((float)i)/10-(1-selectedlong[j])>0)
- {
- glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- }
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix();
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- if(j-7>=accountactive->getCampaignChoicesMade()){
- //glColor4f(0,0,0,1);
- //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480);
- //glColor4f(1,0,0,1);
- //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
- text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
- glDisable(GL_DEPTH_TEST);
- }
- }
- }
- }
- }
+ if(j-7>=accountactive->getCampaignChoicesMade()){
+ text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480);
+ glDisable(GL_DEPTH_TEST);
}
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
+ }
+ }
+ }
+ }
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix();
+
+ if(mainmenu==1||mainmenu==2)
+ if(transition<.1||transition>.9){
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.001f);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glPushMatrix();
+ glDisable(GL_TEXTURE_2D);
+ if(transition<.1)
+ glColor4f(1,0,0,1-(transition*10));
+ if(transition>.9)
+ glColor4f(1,0,0,1-((1-transition)*10));
+ glPopMatrix();
glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
+ }
- if(mainmenu==1||mainmenu==2)
- if(transition<.1||transition>.9){
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
- glDisable(GL_TEXTURE_2D);
- if(transition<.1)glColor4f(1,0,0,1-(transition*10));
- if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10));
- /*glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(190, 150, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(640, 150, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(640, 336, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(190, 336, 0.0f);
- glEnd();
- glPopMatrix();*/
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- }
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glPopMatrix();
- if(!waiting) { // hide the cursor while waiting for a key
- glPushMatrix();
- glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
- glScalef((float)screenwidth/64,(float)screenwidth/64,1);
- glTranslatef(1,-1,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glColor4f(1,1,1,1);
- glBindTexture( GL_TEXTURE_2D, cursortexture);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPopMatrix();
- }
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glTranslatef(screenwidth/2,screenheight/2,0);
+ glPushMatrix();
+ glScalef((float)screenwidth/2,(float)screenheight/2,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1,1,1,1);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+ glPopMatrix();
+ if(!waiting) { // hide the cursor while waiting for a key
+ glPushMatrix();
+ glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
+ glScalef((float)screenwidth/64,(float)screenwidth/64,1);
+ glTranslatef(1,-1,0);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(1,1,1,1);
+ glBindTexture( GL_TEXTURE_2D, cursortexture);
+ glPushMatrix();
+ //glScalef(.25,.25,.25);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1,0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1,1);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0,1);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPopMatrix();
+ }
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix();
- if(flashamount>0)
- {
- //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
- if(flashamount>1)flashamount=1;
- if(flashdelay<=0)flashamount-=multiplier;
- flashdelay--;
- if(flashamount<0)flashamount=0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(flashr,flashg,flashb,flashamount);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ if(flashamount>0)
+ {
+ //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay);
+ if(flashamount>1)flashamount=1;
+ if(flashdelay<=0)flashamount-=multiplier;
+ flashdelay--;
+ if(flashamount<0)flashamount=0;
+ glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPushMatrix(); // Store The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+ glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix(); // Store The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+ glScalef(screenwidth,screenheight,1);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(flashr,flashg,flashb,flashamount);
+ glBegin(GL_QUADS);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(256, 0, 0.0f);
+ glVertex3f(256, 256, 0.0f);
+ glVertex3f(0, 256, 0.0f);
+ glEnd();
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPopMatrix(); // Restore The Old Projection Matrix
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
}
if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){