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){