X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=58142f313de0a027825fdc0d2b7e9d401ad2aadc;hb=decb00e82a2e65e25dbcdd8f16fff5a6a07d31d6;hp=ba527aaa8098bf72bceb93b5158197d909375a4a;hpb=44e4a5263469eb8e216bd6abfad3f0b5e2627d69;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index ba527aa..58142f3 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -175,6 +175,8 @@ extern float accountcampaigntime[10]; extern bool gamestarted; +extern bool showdamagebar; + extern OPENAL_SAMPLE *samp[100]; extern int channels[100]; extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused); @@ -232,18 +234,14 @@ int Game::DrawGLScene(StereoSide side) if ( stereomode == stereoAnaglyph ) { switch(side) { - case stereoLeft: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; - case stereoRight: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; + case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; + case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; } } else { glColorMask( 1.0, 1.0, 1.0, 1.0 ); if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { - if (!stereoreverse) { - glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); - } else { - glStencilFunc(side == stereoLeft ? GL_EQUAL : GL_NOTEQUAL, 0x01, 0x01); - } + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); } } @@ -362,7 +360,9 @@ int Game::DrawGLScene(StereoSide side) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glLoadIdentity (); - glTranslatef((stereoseparation/2) * side, 0, 0); + // Move the camera for the current eye's point of view. + // Reverse the movement if we're reversing stereo + glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0); if(!cameramode&&!freeze&&!winfreeze){ glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); @@ -567,29 +567,6 @@ int Game::DrawGLScene(StereoSide side) } glPopMatrix(); - //if(cellophane){ - /*glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - glDepthMask(1); - for(k=0;k=1)glDisable(GL_BLEND); - if(distance>0){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(checkcollide(viewer,checkpoint)){ - player[k].occluded+=1; - } - else player[k].occluded=0; - if(player[k].occluded<25)player[k].DrawSkeleton(); - } - }*/ - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); @@ -1243,6 +1220,90 @@ int Game::DrawGLScene(StereoSide side) text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768); glColor4f(1,0,0,1); text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768); + if(showdamagebar) { + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(15,screenheight*17.5/20,0); + glScalef(screenwidth/3+20,screenheight/20,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0.0,0.4,0.0,0.7); + float bar=((float)player[0].damage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f(1,0,0.0f); + glVertex3f(1,1,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glEnd(); + glColor4f(0.1,0.0,0.0,1); + bar = ((float)player[0].bloodloss)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].damage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].permanentdamage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.0,0.0,0.0,0.7); + glLineWidth(2.0); + glBegin(GL_LINE_STRIP); + glVertex3f(0,0,0.0f); + glVertex3f(1,0,0.0f); + glVertex3f(1,1,0.0f); + glVertex3f(0,1,0.0f); + glVertex3f(0,0,0.0f); + glEnd(); + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + glEnable(GL_TEXTURE_2D); + + // writing the numbers : + sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss)); + glColor4f(0,0,0,1); + text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768); + glColor4f(1,0,0,1); + text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768); + } } glColor4f(.5,.5,.5,1); @@ -2374,7 +2435,7 @@ int Game::DrawGLScene(StereoSide side) /*if(mainmenu!=0)*/oldmainmenu=mainmenu; - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){ + if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17||mainmenu==18){ glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.001f); @@ -2438,7 +2499,7 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix if(mainmenu==3){ - nummenuitems=12; + nummenuitems=14; if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight); else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight); startx[0]=10+20; @@ -2524,20 +2585,36 @@ int Game::DrawGLScene(StereoSide side) sprintf (menustring[11], "Volume: %d%%", (int)(volume*100)); startx[11]=10+60; - starty[11]=155; + starty[11]=160; endx[11]=startx[11]+strlen(menustring[11])*10; endy[11]=starty[11]+20; movex[11]=0; movey[11]=0; + sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off")); + startx[13]=30; + starty[13]=125; + endx[13]=startx[13]+strlen(menustring[13])*10; + endy[13]=starty[13]+20; + movex[13]=0; + movey[13]=0; + sprintf (menustring[7], "-Configure Controls-"); startx[7]=10+15; - starty[7]=100; + starty[7]=90; endx[7]=startx[7]+strlen(menustring[7])*10; endy[7]=starty[7]+20; movex[7]=0; movey[7]=0; + sprintf (menustring[12], "-Configure Stereo -"); + startx[12]=10+15; + starty[12]=55; + endx[12]=startx[12]+strlen(menustring[7])*10; + endy[12]=starty[12]+20; + movex[12]=0; + movey[12]=0; + if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back"); else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)"); startx[8]=10; @@ -3072,6 +3149,40 @@ int Game::DrawGLScene(StereoSide side) movex[7]=0; movey[7]=0;*/ } + if (mainmenu==18) { + nummenuitems=4; + sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode)); + startx[0]=70; + starty[0]=400; + endx[0]=startx[0]+strlen(menustring[0])*10; + endy[0]=starty[0]+20; + movex[0]=0; + movey[0]=0; + + sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation); + startx[1]=10; + starty[1]=360; + endx[1]=startx[1]+strlen(menustring[1])*10; + endy[1]=starty[1]+20; + movex[1]=0; + movey[1]=0; + + sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); + startx[2]=40; + starty[2]=320; + endx[2]=startx[2]+strlen(menustring[2])*10; + endy[2]=starty[2]+20; + movex[2]=0; + movey[2]=0; + + sprintf (menustring[3], "Back"); + startx[3]=10; + endx[3]=startx[3]+strlen(menustring[3])*10; + starty[3]=10; + endy[3]=starty[3]+20; + movex[3]=0; + movey[3]=0; + } } if(mainmenu==13){ @@ -3261,7 +3372,7 @@ int Game::DrawGLScene(StereoSide side) } } - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17) + if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18) for(i=0;istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) { + //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay); if(flashamount>1)flashamount=1; if(flashdelay<=0)flashamount-=multiplier; flashdelay--;