along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Input.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "Dialog.h"
+#include "Game.hpp"
+
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "Utils/Input.hpp"
extern XYZ viewer;
extern int environment;
extern int kTextureSize;
extern FRUSTUM frustum;
extern Light light;
-extern Objects objects;
extern int detail;
extern float usermousesensitivity;
extern float camerashake;
extern bool isclient;
extern bool alwaysblur;
extern bool velocityblur;
-extern bool debugmode;
+extern bool devtools;
extern int mainmenu;
extern int bloodtoggle;
extern int difficulty;
extern float damagedealt;
extern bool invertmouse;
-extern int numhotspots;
-extern int killhotspot;
-extern XYZ hotspot[40];
-extern int hotspottype[40];
-extern float hotspotsize[40];
-extern char hotspottext[40][256];
-extern int currenthotspot;
-
extern bool campaign;
extern bool winfreeze;
static XYZ checkpoint;
static float tempmult;
float tutorialopac;
- static char string[256] = "";
- static char string2[256] = "";
- static char string3[256] = "";
+ std::string string;
+ std::string string2;
+ std::string string3;
static int drawmode = 0;
if ( stereomode == stereoAnaglyph ) {
static XYZ terrainlight;
static float distance;
- if (drawmode == normalmode)
+ if (drawmode == normalmode) {
Game::ReSizeGLScene(90, .1f);
- if (drawmode != normalmode)
+ } else {
glViewport(0, 0, texviewwidth, texviewheight);
+ }
glDepthFunc(GL_LEQUAL);
glDepthMask(1);
glAlphaFunc(GL_GREATER, 0.0001f);
else
blurness -= multiplier * 5;
- if (environment == desertenvironment && detail == 2)
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
if (environment == desertenvironment) {
+ if (detail == 2) {
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+ }
glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
}
skybox->draw();
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
glPopMatrix();
glTranslatef(-viewer.x, -viewer.y, -viewer.z);
frustum.GetFrustum();
- //make shadow decals on terrain and objects
+ //make shadow decals on terrain and Object::objects
static XYZ point;
static float size, opacity, rotation;
rotation = 0;
for (unsigned k = 0; k < Person::players.size(); k++) {
if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
- for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
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;
terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
- 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);
+ if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .4f;
opacity = .4f;
if (k != 0 && tutoriallevel == 1) {
opacity = .2 + .2 * sin(smoketex * 6 + i);
}
- objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
}
}
if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
- for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
if (Person::players[k]->skeleton.free)
point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
- if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
if (Person::players[k]->skeleton.free)
- 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);
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
else
- 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);
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .4f;
opacity = .4f;
if (k != 0 && tutoriallevel == 1) {
opacity = .2 + .2 * sin(smoketex * 6 + i);
}
- objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
}
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
- point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .7;
opacity = .4f;
- objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
}
}
}
if (distance >= 1)
glDisable(GL_BLEND);
if (distance >= .5) {
- 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 = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
int i = -1;
if (Person::players[k]->occluded != 0)
glPushMatrix();
glCullFace(GL_BACK);
glEnable(GL_TEXTURE_2D);
- objects.Draw();
+ Object::Draw();
glPopMatrix();
//draw hawk
if (distance >= 1)
glDisable(GL_BLEND);
if (distance >= .5) {
- 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 = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
int i = -1;
if (Person::players[k]->occluded != 0)
else
bonus_name = "Excellent!"; // When does this happen?
- glColor4f(0, 0, 0, 1 - bonustime);
- text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
- glColor4f(1, 0, 0, 1 - bonustime);
- text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
+ text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
+
+ string = to_string((int)bonusvalue);
+ text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
- sprintf (string, "%d", (int)bonusvalue);
- glColor4f(0, 0, 0, 1 - bonustime);
- text->glPrintOutline(1024 / 2 - 10 * strlen(string) - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
- glColor4f(1, 0, 0, 1 - bonustime);
- text->glPrint(1024 / 2 - 10 * strlen(string), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
glColor4f(.5, .5, .5, 1);
}
if (tutorialopac < 0)
tutorialopac = 0;
- sprintf (string, " ");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = " ";
+ string2 = " ";
+ string3 = " ";
if (tutorialstage == 0) {
- sprintf (string, " ");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = " ";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 1) {
- sprintf (string, "Welcome to the Lugaru training level!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Welcome to the Lugaru training level!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 2) {
- sprintf (string, "BASIC MOVEMENT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "BASIC MOVEMENT:";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 3) {
- sprintf (string, "You can move the mouse to rotate the camera.");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "You can move the mouse to rotate the camera.";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 4) {
- sprintf (string, "Try using the %s, %s, %s and %s keys to move around.", Input::keyToChar(forwardkey), Input::keyToChar(leftkey), Input::keyToChar(backkey), Input::keyToChar(rightkey));
- sprintf (string2, "All movement is relative to the camera.");
- sprintf (string3, " ");
+ string = std::string("Try using the ") +
+ Input::keyToChar(forwardkey) + ", " +
+ Input::keyToChar(leftkey) + ", " +
+ Input::keyToChar(backkey) + " and " +
+ Input::keyToChar(rightkey) + " keys to move around.";
+ string2 = "All movement is relative to the camera.";
+ string3 = " ";
}
if (tutorialstage == 5) {
- sprintf (string, "Please press %s to jump.", Input::keyToChar(jumpkey));
- sprintf (string2, "You can hold it longer to jump higher.");
- sprintf (string3, " ");
+ string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump.";
+ string2 = "You can hold it longer to jump higher.";
+ string3 = " ";
}
if (tutorialstage == 6) {
- sprintf (string, "You can press %s to crouch.", Input::keyToChar(crouchkey));
- sprintf (string2, "You can jump higher from a crouching position.");
- sprintf (string3, " ");
+ string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch.";
+ string2 = "You can jump higher from a crouching position.";
+ string3 = " ";
}
if (tutorialstage == 7) {
- sprintf (string, "While running, you can press %s to roll.", Input::keyToChar(crouchkey));
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll.";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 8) {
- sprintf (string, "While crouching, you can sneak around silently");
- sprintf (string2, "using the movement keys.");
- sprintf (string3, " ");
+ string = "While crouching, you can sneak around silently";
+ string2 = "using the movement keys.";
+ string3 = " ";
}
if (tutorialstage == 9) {
- sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
- sprintf (string2, "to run animal-style.");
- sprintf (string3, " ");
+ string = "Release the crouch key while sneaking and hold the movement keys";
+ string2 = "to run animal-style.";
+ string3 = " ";
}
if (tutorialstage == 10) {
- sprintf (string, "ADVANCED MOVEMENT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "ADVANCED MOVEMENT:";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 11) {
- sprintf (string, "When you jump at a wall, you can hold %s again", Input::keyToChar(jumpkey));
- sprintf (string2, "during impact to perform a walljump.");
- sprintf (string3, "Be sure to use the movement keys to press against the wall");
+ string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again";
+ string2 = "during impact to perform a walljump.";
+ string3 = "Be sure to use the movement keys to press against the wall";
}
if (tutorialstage == 12) {
- 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, " ");
+ string = "While in the air, you can press crouch to flip.";
+ string2 = "Walljumps and flips confuse enemies and give you more control.";
+ string3 = " ";
}
if (tutorialstage == 13) {
- sprintf (string, "BASIC COMBAT:");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "BASIC COMBAT:";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 14) {
- sprintf (string, "There is now an imaginary enemy");
- sprintf (string2, "in the middle of the training area.");
- sprintf (string3, " ");
+ string = "There is now an imaginary enemy";
+ string2 = "in the middle of the training area.";
+ string3 = " ";
}
if (tutorialstage == 15) {
- if (attackkey == MOUSEBUTTON1)
- sprintf (string, "Click to attack when you are near an enemy.");
- else
- sprintf (string, "Press %s to attack when you are near an enemy.", Input::keyToChar(attackkey));
- sprintf (string2, "You can punch by standing still near an enemy and attacking.");
- sprintf (string3, " ");
+ if (attackkey == MOUSEBUTTON1) {
+ string = "Click to attack when you are near an enemy.";
+ } else {
+ string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy.";
+ }
+ string2 = "You can punch by standing still near an enemy and attacking.";
+ string3 = " ";
}
if (tutorialstage == 16) {
- sprintf (string, "If you are close, you will perform a weak punch.");
- sprintf (string2, "The weak punch is excellent for starting attack combinations.");
- sprintf (string3, " ");
+ string = "If you are close, you will perform a weak punch.";
+ string2 = "The weak punch is excellent for starting attack combinations.";
+ string3 = " ";
}
if (tutorialstage == 17) {
- sprintf (string, "Attacking while running results in a spin kick.");
- sprintf (string2, "This is one of your most powerful ground attacks.");
- sprintf (string3, " ");
+ string = "Attacking while running results in a spin kick.";
+ string2 = "This is one of your most powerful ground attacks.";
+ string3 = " ";
}
if (tutorialstage == 18) {
- sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
- sprintf (string2, "This is a very fast attack, and easy to follow up.");
- sprintf (string3, " ");
+ string = "Sweep the enemy's legs out by attacking while crouched.";
+ string2 = "This is a very fast attack, and easy to follow up.";
+ string3 = " ";
}
if (tutorialstage == 19) {
- sprintf (string, "When an enemy is on the ground, you can deal some extra");
- sprintf (string2, "damage by running up and drop-kicking him.");
- sprintf (string3, "(Try knocking them down with a sweep first)");
+ string = "When an enemy is on the ground, you can deal some extra";
+ string2 = "damage by running up and drop-kicking him.";
+ string3 = "(Try knocking them down with a sweep first)";
}
if (tutorialstage == 20) {
- sprintf (string, "Your most powerful individual attack is the rabbit kick.");
- if (attackkey == MOUSEBUTTON1)
- sprintf (string2, "Run at the enemy while holding the mouse button, and press");
- else
- sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
- sprintf (string3, "the jump key (%s) to attack.", Input::keyToChar(jumpkey));
+ string = "Your most powerful individual attack is the rabbit kick.";
+ if (attackkey == MOUSEBUTTON1) {
+ string2 = "Run at the enemy while holding the mouse button, and press";
+ } else {
+ string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press";
+ }
+ string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack.";
}
if (tutorialstage == 21) {
- sprintf (string, "This attack is devastating if timed correctly.");
- sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
+ string = "This attack is devastating if timed correctly.";
+ string2 = "Even if timed incorrectly, it will knock the enemy over.";
if (againbonus)
- sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
+ string3 = "Try rabbit-kicking the imaginary enemy again.";
else
- sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
+ string3 = "Try rabbit-kicking the imaginary enemy.";
}
if (tutorialstage == 22) {
- sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
- sprintf (string2, "him instantly. Move close behind this enemy");
- sprintf (string3, "and attack.");
+ string = "If you sneak behind an enemy unnoticed, you can kill";
+ string2 = "him instantly. Move close behind this enemy";
+ string3 = "and attack.";
}
if (tutorialstage == 23) {
- sprintf (string, "Another important attack is the wall kick. When an enemy");
- sprintf (string2, "is near a wall, perform a walljump nearby and hold");
- sprintf (string3, "the attack key during impact with the wall.");
+ string = "Another important attack is the wall kick. When an enemy";
+ string2 = "is near a wall, perform a walljump nearby and hold";
+ string3 = "the attack key during impact with the wall.";
}
if (tutorialstage == 24) {
- sprintf (string, "You can tackle enemies by running at them animal-style");
- if (attackkey == MOUSEBUTTON1)
- sprintf (string2, "and pressing jump (%s) or attack(mouse button).", Input::keyToChar(jumpkey));
- else
- sprintf (string2, "and pressing jump (%s) or attack(%s).", Input::keyToChar(jumpkey), Input::keyToChar(attackkey));
- sprintf (string3, "This is especially useful when they are running away.");
+ string = "You can tackle enemies by running at them animal-style";
+ if (attackkey == MOUSEBUTTON1) {
+ string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button).";
+ } else {
+ string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ").";
+ }
+ string3 = "This is especially useful when they are running away.";
}
if (tutorialstage == 25) {
- sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
- sprintf (string2, "against enemies with swords or other long weapons.");
- sprintf (string3, " ");
+ string = "Dodge by pressing back and attack. Dodging is essential";
+ string2 = "against enemies with swords or other long weapons.";
+ string3 = " ";
}
if (tutorialstage == 26) {
- sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "REVERSALS AND COUNTER-REVERSALS";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 27) {
- sprintf (string, "The enemy can now reverse your attacks.");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "The enemy can now reverse your attacks.";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 28) {
- sprintf (string, "If you attack, you will notice that the enemy now sometimes");
- sprintf (string2, "catches your attack and uses it against you. Hold");
- sprintf (string3, "crouch (%s) after attacking to escape from reversals.", Input::keyToChar(crouchkey));
+ string = "If you attack, you will notice that the enemy now sometimes";
+ string2 = "catches your attack and uses it against you. Hold";
+ string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals.";
}
if (tutorialstage == 29) {
- sprintf (string, "Try escaping from two more reversals in a row.");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Try escaping from two more reversals in a row.";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 30) {
- sprintf (string, "Good!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Good!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 31) {
- sprintf (string, "To reverse an attack, you must tap crouch (%s) during the", Input::keyToChar(crouchkey));
- sprintf (string2, "enemy's attack. You must also be close to the enemy;");
- sprintf (string3, "this is especially important against armed opponents.");
+ string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the";
+ string2 = "enemy's attack. You must also be close to the enemy;";
+ string3 = "this is especially important against armed opponents.";
}
if (tutorialstage == 32) {
- sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime - tutorialstagetime));
- sprintf (string2, "This imaginary opponents attacks will be highlighted");
- sprintf (string3, "to make this easier.");
+ string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds.";
+ string2 = "This imaginary opponents attacks will be highlighted";
+ string3 = "to make this easier.";
}
if (tutorialstage == 33) {
- sprintf (string, "Reverse three enemy attacks!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Reverse three enemy attacks!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 34) {
- sprintf (string, "Reverse two more enemy attacks!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Reverse two more enemy attacks!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 35) {
- sprintf (string, "Reverse one more enemy attack!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Reverse one more enemy attack!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 36) {
- sprintf (string, "Excellent!");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Excellent!";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 37) {
- sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime - tutorialstagetime));
- sprintf (string2, "Damage dealt: %d", (int)damagedealt);
- sprintf (string3, "Damage taken: %d.", (int)damagetaken);
+ string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds.";
+ string2 = "Damage dealt: " + to_string(int(damagedealt));
+ string3 = "Damage taken: " + to_string(int(damagetaken));
}
if (tutorialstage == 38) {
- sprintf (string, "WEAPONS:");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "WEAPONS:";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 39) {
- sprintf (string, "There is now an imaginary knife");
- sprintf (string2, "in the center of the training area.");
- sprintf (string3, " ");
+ string = "There is now an imaginary knife";
+ string2 = "in the center of the training area.";
+ string3 = " ";
}
if (tutorialstage == 40) {
- sprintf (string, "Stand, roll or handspring over the knife");
- sprintf (string2, "while pressing %s to pick it up.", Input::keyToChar(throwkey));
- sprintf (string3, "You can crouch and press the same key to drop it again.");
+ string = "Stand, roll or handspring over the knife";
+ string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up.";
+ string3 = "You can crouch and press the same key to drop it again.";
}
if (tutorialstage == 41) {
- sprintf (string, "You can equip and unequip weapons using the %s key.", Input::keyToChar(drawkey));
- sprintf (string2, "Sometimes it is best to keep them unequipped to");
- sprintf (string3, "prevent enemies from taking them. ");
+ string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key.";
+ string2 = "Sometimes it is best to keep them unequipped to";
+ string3 = "prevent enemies from taking them. ";
}
if (tutorialstage == 42) {
- sprintf (string, "The knife is the smallest weapon and the least encumbering.");
- sprintf (string2, "You can equip or unequip it while standing, crouching,");
- sprintf (string3, "running or flipping.");
+ string = "The knife is the smallest weapon and the least encumbering.";
+ string2 = "You can equip or unequip it while standing, crouching,";
+ string3 = "running or flipping.";
}
if (tutorialstage == 43) {
- sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
- sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
- sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
+ string = "You perform weapon attacks the same way as unarmed attacks,";
+ string2 = "but sharp weapons cause permanent damage, instead of the";
+ string3 = "temporary trauma from blunt weapons, fists and feet.";
}
if (tutorialstage == 44) {
- sprintf (string, "The enemy now has your knife!");
- sprintf (string2, "Please reverse two of his knife attacks.");
- sprintf (string3, " ");
+ string = "The enemy now has your knife!";
+ string2 = "Please reverse two of his knife attacks.";
+ string3 = " ";
}
if (tutorialstage == 45) {
- sprintf (string, "Please reverse one more of his knife attacks.");
- sprintf (string2, " ");
- sprintf (string3, " ");
+ string = "Please reverse one more of his knife attacks.";
+ string2 = " ";
+ string3 = " ";
}
if (tutorialstage == 46) {
- sprintf (string, "Now he has a sword!");
- sprintf (string2, "The sword has longer reach than your arms, so you");
- sprintf (string3, "must move close to reverse the sword slash.");
+ string = "Now he has a sword!";
+ string2 = "The sword has longer reach than your arms, so you";
+ string3 = "must move close to reverse the sword slash.";
}
if (tutorialstage == 47) {
- sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
- sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
- sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
+ string = "Long weapons like the sword and staff are also useful for defense;";
+ string2 = "you can parry enemy weapon attacks by pressing the attack key";
+ string3 = "at the right time. Please try parrying the enemy's attacks!";
}
if (tutorialstage == 48) {
- sprintf (string, "The staff is like the sword, but has two main attacks.");
- sprintf (string2, "The standing smash is fast and effective, and the running");
- sprintf (string3, "spin smash is slower and more powerful.");
+ string = "The staff is like the sword, but has two main attacks.";
+ string2 = "The standing smash is fast and effective, and the running";
+ string3 = "spin smash is slower and more powerful.";
}
if (tutorialstage == 49) {
- sprintf (string, "When facing an enemy, you can throw the knife with %s.", Input::keyToChar(throwkey));
- sprintf (string2, "It is possible to throw the knife while flipping,");
- sprintf (string3, "but it is very inaccurate.");
+ string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + ".";
+ string2 = "It is possible to throw the knife while flipping,";
+ string3 = "but it is very inaccurate.";
}
if (tutorialstage == 50) {
- sprintf (string, "You now know everything you can learn from training.");
- sprintf (string2, "Everything else you must learn from experience!");
- sprintf (string3, " ");
+ string = "You now know everything you can learn from training.";
+ string2 = "Everything else you must learn from experience!";
+ string3 = " ";
}
if (tutorialstage == 51) {
- sprintf (string, "Walk out of the training area to return to the main menu.");
- sprintf (string2, " ");
- sprintf (string3, " ");
- }
-
- glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
- glColor4f(1, 1, 1, tutorialopac);
- text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
- 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.");
- sprintf (string2, "Press escape at any time to");
- sprintf (string3, "pause or exit the tutorial.");
-
- glColor4f(0, 0, 0, 1);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
- glColor4f(0.5, 0.5, 0.5, 1);
- text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
- text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+ string = "Walk out of the training area to return to the main menu.";
+ string2 = " ";
+ string3 = " ";
+ }
+
+ text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+
+ string = "Press 'tab' to skip to the next item.";
+ string2 = "Press escape at any time to";
+ string3 = "pause or exit the tutorial.";
+
+ text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+ text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+ text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
}
//Hot spots
- if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
+ if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
float closestdist = -1;
float distance = 0;
- int closest = currenthotspot;
- for (int i = 0; i < numhotspots; i++) {
- distance = distsq(&Person::players[0]->coords, &hotspot[i]);
+ int closest = Hotspot::current;
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+ distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
if (closestdist == -1 || distance < closestdist) {
- if (distsq(&Person::players[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::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
closestdist = distance;
closest = i;
}
}
}
if (closest != -1) {
- currenthotspot = closest;
- if (hotspottype[closest] <= 10) {
- if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
+ Hotspot::current = closest;
+ if (Hotspot::hotspots[closest].type <= 10) {
+ if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
tutorialstagetime = 0;
tutorialmaxtime = 1;
tutorialopac = tutorialmaxtime - tutorialstagetime;
if (tutorialopac < 0)
tutorialopac = 0;
- sprintf (string, "%s", hotspottext[closest]);
+ string = Hotspot::hotspots[closest].text;
int lastline = 0;
int line = 0;
int i = 0;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
- glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
- glColor4f(1, 1, 1, tutorialopac);
- text->glPrint(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
lastline = i + 1;
line++;
if (string[i] == '\0')
done = 1;
i++;
}
- } else if ((hotspottype[closest] >= 20) && (Dialog::dialogs[hotspottype[closest] - 20].gonethrough == 0)) {
- Dialog::whichdialogue = hotspottype[closest] - 20;
+ } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
+ Dialog::whichdialogue = Hotspot::hotspots[closest].type - 20;
Dialog::currentDialog().play();
Dialog::currentDialog().gonethrough++;
}
float starty;
startx = screenwidth * 1 / 5;
- if (Dialog::currentScene().location == 1)
+ if (Dialog::currentScene().location == 1) {
starty = screenheight / 16 + screenheight * 4 / 5;
- if (Dialog::currentScene().location == 2)
+ } else {
starty = screenheight * 1 / 5 - screenheight / 16;
+ }
+ // FIXME - What is that char[] building for?
char tempname[264];
int tempnum = 0;
for (int i = 0; i < 264; i++) {
tempname[i] = '\0';
}
- for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
+ for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
tempname[tempnum] = Dialog::currentScene().name[i];
if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
tempname[tempnum] = '\0';
tempnum++;
}
- sprintf (string, "%s: ", tempname);
+ string = std::string(tempname) + ": ";
if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
- glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
- glColor4f(0.7, 0.7, 0.7, tutorialopac);
- text->glPrint(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+ text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
} else {
glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
+ text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
}
tempnum = 0;
- for (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
+ for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
tempname[tempnum] = Dialog::currentScene().text[i];
if (Dialog::currentScene().text[i] != '#')
tempnum++;
}
- sprintf (string, "%s", tempname);
+ string = tempname;
int lastline = 0;
int line = 0;
while (!done) {
if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
- glColor4f(0, 0, 0, tutorialopac);
- text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
- glColor4f(1, 1, 1, tutorialopac);
- text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
} else {
glColor4f(0, 0, 0, tutorialopac);
- text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+ text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
}
lastline = i + 1;
line++;
if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
if (campaign) {
- if (scoreadded)
- sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
- else
- sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal);
- }
- if (!campaign)
- sprintf (string, "Score: %d", (int)bonustotal);
- glColor4f(0, 0, 0, 1);
- text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768);
- glColor4f(1, 0, 0, 1);
- text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
+ if (scoreadded) {
+ string = "Score: " + to_string(int(Account::active().getCampaignScore()));
+ } else {
+ string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal));
+ }
+ } else {
+ string = "Score: " + to_string(int(bonustotal));
+ }
+ text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
if (showdamagebar) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
// writing the numbers :
- 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(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
+ string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")";
+ text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
}
}
glColor4f(.5, .5, .5, 1);
- if ((texttoggle || editorenabled) && debugmode && !mainmenu) {
- sprintf (string, "The framespersecond is %d.", (int)(fps));
+ if ((texttoggle || editorenabled) && devtools && !mainmenu) {
+ string = "The framespersecond is " + to_string(int(fps));
text->glPrint(10, 30, string, 0, .8, 1024, 768);
- if (editorenabled)
- sprintf (string, "Map editor enabled.");
- else
- sprintf (string, "Map editor disabled.");
+ if (editorenabled) {
+ string = "Map editor enabled.";
+ } else {
+ string = "Map editor disabled.";
+ }
text->glPrint(10, 60, string, 0, .8, 1024, 768);
if (editorenabled) {
- sprintf (string, "Object size: %f", editorsize);
+ string = "Object size: " + to_string(editorsize);
text->glPrint(10, 75, string, 0, .8, 1024, 768);
- if (editoryaw >= 0)
- sprintf (string, "Object yaw: %f", editoryaw);
- else
- sprintf (string, "Object yaw: Random");
+ if (editoryaw >= 0) {
+ string = "Object yaw: " + to_string(editoryaw);
+ } else {
+ string = "Object yaw: Random";
+ }
text->glPrint(10, 90, string, 0, .8, 1024, 768);
- if (editorpitch >= 0)
- sprintf (string, "Object pitch: %f", editorpitch);
- else
- sprintf (string, "Object pitch: Random");
+ if (editorpitch >= 0) {
+ string = "Object pitch: " + to_string(editorpitch);
+ } else {
+ string = "Object pitch: Random";
+ }
text->glPrint(10, 105, string, 0, .8, 1024, 768);
- sprintf (string, "Object type: %d", editortype);
+ string = "Object type: " + to_string(editortype);
text->glPrint(10, 120, string, 0, .8, 1024, 768);
switch (editortype) {
case boxtype:
- sprintf (string, "(box)");
+ string = "(box)";
break;
case treetrunktype:
- sprintf (string, "(tree)");
+ string = "(tree)";
break;
case walltype:
- sprintf (string, "(wall)");
+ string = "(wall)";
break;
case weirdtype:
- sprintf (string, "(weird)");
+ string = "(weird)";
break;
case spiketype:
- sprintf (string, "(spike)");
+ string = "(spike)";
break;
case rocktype:
- sprintf (string, "(rock)");
+ string = "(rock)";
break;
case bushtype:
- sprintf (string, "(bush)");
+ string = "(bush)";
break;
case tunneltype:
- sprintf (string, "(tunnel)");
+ string = "(tunnel)";
break;
case chimneytype:
- sprintf (string, "(chimney)");
+ string = "(chimney)";
break;
case platformtype:
- sprintf (string, "(platform)");
+ string = "(platform)";
break;
case cooltype:
- sprintf (string, "(cool)");
+ string = "(cool)";
break;
case firetype:
- sprintf (string, "(fire)");
+ string = "(fire)";
break;
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
- sprintf (string, "Numplayers: %lu", Person::players.size());
+ string = "Numplayers: " + to_string(Person::players.size());
text->glPrint(10, 155, string, 0, .8, 1024, 768);
- sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->numwaypoints);
+ string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
- sprintf (string, "Difficulty: %d", difficulty);
+ string = "Difficulty: " + to_string(difficulty);
text->glPrint(10, 240, string, 0, .8, 1024, 768);
}
glDepthMask(1);
}
- if (!console) {
- displaytime[0] = 0;
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- for (unsigned i = 1; i < 15; i++)
- if (displaytime[i] < 4)
- for (unsigned j = 0; j < displaytext[i].size(); j++) {
- glColor4f(1, 1, 1, 4 - displaytime[i]);
- sprintf (string, "%c", displaytext[i][j]);
- text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
- }
- }
-
if (difficulty < 2 && !Dialog::inDialog()) { // minimap
float mapviewdist = 20000;
glPopMatrix();
glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
- for (int i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == treetrunktype) {
- distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ for (int i = 0; i < Object::objects.size(); i++) {
+ if (Object::objects[i]->type == treetrunktype) {
+ distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
if (distcheck < mapviewdist) {
Mapcircletexture.bind();
glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
glPushMatrix();
- glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
- glRotatef(objects.yaw[i], 0, 0, 1);
+ glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(Object::objects[i]->yaw, 0, 0, 1);
glScalef(.003, .003, .003);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glPopMatrix();
}
}
- if (objects.type[i] == boxtype) {
- distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ if (Object::objects[i]->type == boxtype) {
+ distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
if (distcheck < mapviewdist) {
Mapboxtexture.bind();
glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
glPushMatrix();
- glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
- glRotatef(objects.yaw[i], 0, 0, 1);
- glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+ glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(Object::objects[i]->yaw, 0, 0, 1);
+ glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.0f);
if (loading != 4) {
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
- sprintf (string, "Loading...");
+ string = "Loading...";
text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
}
loading = 2;
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
- sprintf (string, "Level Cleared!");
- text->glPrintOutlined(1024 / 2 - strlen(string) * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
+ string = "Level Cleared!";
+ text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
- sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal));
+ string = "Score: " + to_string(int(bonustotal - startbonustotal));
text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
- if (campaign)
- sprintf (string, "Press Escape or Space to continue");
- else
- sprintf (string, "Press Escape to return to menu or Space to continue");
- text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
-
- char temp[255];
-
- for (int i = 0; i < 255; i++)
- string[i] = '\0';
- sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
- strcat(string, temp);
- if ((int)(leveltime) % 60 < 10)
- strcat(string, "0");
- sprintf (temp, "%d", (int)(leveltime) % 60);
- strcat(string, temp);
+ string = "Press Escape to return to menu or Space to continue";
+ text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
+
+ int wontime = (int)round(wonleveltime);
+ string = "Time: " + to_string(int((wontime - wontime % 60) / 60));
+ if (wontime % 60 < 10) {
+ string += "0";
+ }
+ string += to_string(int(wontime % 60));
text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
//Awards
if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
if (screentexture) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
glBindTexture( GL_TEXTURE_2D, screentexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
int offset = 0;
if (consoleselected >= 60)
offset = consoleselected - 60;
- sprintf (string, " ]");
- text->glPrint(10, 30, string, 0, 1, 1024, 768);
+ text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
if (consoleblink) {
- sprintf (string, "_");
- text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
+ text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+ }
+ for (unsigned i = 0; i < 15; i++) {
+ text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
}
- for (unsigned i = 0; i < 15; i++)
- for (unsigned j = 0; j < consoletext[i].size(); j++) {
- glColor4f(1, 1, 1, 1 - (float)(i) / 16);
- sprintf (string, "%c", consoletext[i][j]);
- text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
- }
}
}