X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=66f1e27eb5cd01ee744e122d81fa184e5cc744a3;hb=42bf932baf8cecf12b4daba00c4453093aa4971a;hp=c817285a154ee5d3f4774b7000b5619216a7a5d1;hpb=44146d06c780d3aaa283672fedb08b8870ebe1b9;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index c817285..66f1e27 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -19,7 +19,13 @@ along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -#include "Game.h" +#include "Game.h" +#include "openal_wrapper.h" +#include "Input.h" +#include "Awards.h" +#include "Menu.h" + +#include using namespace std; @@ -28,7 +34,7 @@ extern int environment; extern float texscale; extern Light light; extern Terrain terrain; -extern Sprites sprites; +//extern Sprites sprites; extern float multiplier; extern float sps; extern float viewdistance; @@ -42,8 +48,6 @@ extern int detail; extern float usermousesensitivity; extern bool osx; extern float camerashake; -extern Weapons weapons; -extern Person player[maxplayers]; extern int slomo; extern float slomodelay; extern bool ismotionblur; @@ -51,7 +55,6 @@ extern float woozy; extern float blackout; extern bool damageeffects; extern float volume; -extern int numplayers; extern bool texttoggle; extern float blurness; extern float targetblurness; @@ -71,7 +74,6 @@ extern bool midweird; extern bool proportionweird; extern bool vertexweird[6]; extern bool velocityblur; -extern bool buttons[3]; extern bool debugmode; extern int mainmenu; extern int oldmainmenu; @@ -82,13 +84,6 @@ extern bool decals; //extern int texdetail; extern float texdetail; extern bool musictoggle; -extern int bonus; -extern float bonusvalue; -extern float bonustotal; -extern float bonustime; -extern int oldbonus; -extern float startbonustotal; -extern float bonusnum[100]; extern int tutoriallevel; extern float smoketex; extern float tutorialstagetime; @@ -96,44 +91,15 @@ extern float tutorialmaxtime; extern int tutorialstage; extern bool againbonus; extern float damagedealt; -extern float damagetaken; extern bool invertmouse; extern int numhotspots; -extern int winhotspot; extern int killhotspot; extern XYZ hotspot[40]; extern int hotspottype[40]; extern float hotspotsize[40]; extern char hotspottext[40][256]; -extern int currenthotspot; - -extern int numaccounts; -extern int accountactive; -extern int accountdifficulty[10]; -extern int accountprogress[10]; -extern float accountpoints[10]; -extern float accounthighscore[10][50]; -extern float accountfasttime[10][50]; -extern bool accountunlocked[10][60]; -extern char accountname[10][256]; - -extern int numfalls; -extern int numflipfail; -extern int numseen; -extern int numstaffattack; -extern int numswordattack; -extern int numknifeattack; -extern int numunarmedattack; -extern int numescaped; -extern int numflipped; -extern int numwallflipped; -extern int numthrowkill; -extern int numafterkill; -extern int numreversals; -extern int numattacks; -extern int maxalarmed; -extern int numresponded; +extern int currenthotspot;; extern bool campaign; extern bool winfreeze; @@ -142,82 +108,29 @@ extern float menupulse; extern bool gamestart; -extern int numdialogues; -extern int numdialogueboxes[max_dialogues]; -extern int dialoguetype[max_dialogues]; -extern int dialogueboxlocation[max_dialogues][max_dialoguelength]; -extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3]; -extern int dialogueboxsound[max_dialogues][max_dialoguelength]; -extern char dialoguetext[max_dialogues][max_dialoguelength][128]; -extern char dialoguename[max_dialogues][max_dialoguelength][64]; -extern XYZ dialoguecamera[max_dialogues][max_dialoguelength]; -extern XYZ participantlocation[max_dialogues][10]; -extern int participantfocus[max_dialogues][max_dialoguelength]; -extern int participantaction[max_dialogues][max_dialoguelength]; -extern float participantrotation[max_dialogues][10]; -extern XYZ participantfacing[max_dialogues][max_dialoguelength][10]; -extern float dialoguecamerarotation[max_dialogues][max_dialoguelength]; -extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength]; -extern int indialogue; -extern int whichdialogue; -extern int directing; -extern float dialoguetime; -extern int dialoguegonethrough[20]; - -extern int accountcampaignchoicesmade[10]; -extern int accountcampaignchoices[10][5000]; - -extern float accountcampaignhighscore[10]; -extern float accountcampaignfasttime[10]; -extern float accountcampaignscore[10]; -extern float accountcampaigntime[10]; - extern bool gamestarted; -extern FSOUND_SAMPLE *samp[100]; -extern int channels[100]; -extern "C" void PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused); - -/*********************> DrawGLScene() <*****/ -long long Game::MD5_string (char *string){ - char temp[256]=""; - char temp2[256]=""; - long long num=90814; - - sprintf (temp, "%s",string); - - int i=0; - while (i<256&&temp[i]!='\0'){ - if(temp[i]%3==0)num+=temp[i]*124; - else if(temp[i]%3==1)num-=temp[i]*temp[i]; - else num*=temp[i]; - i++; - } - - num=longlongabs(num); - if(num==0)num+=1452; - - while(numLONGLONGCONST(9900000000000000)){ - num/=1.235421521; - } +extern bool showdamagebar; - return num; +enum drawmodes { + normalmode, motionblurmode, radialzoommode, + realmotionblurmode, doublevisionmode, glowmode, +}; - //return 1111111111111111; +void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering. + flashr=1; + flashg=0; + flashb=0; + flashamount=1; + flashdelay=1; } - -int Game::DrawGLScene(void) +/*********************> DrawGLScene() <*****/ +int Game::DrawGLScene(StereoSide side) { static float texcoordwidth,texcoordheight; static float texviewwidth, texviewheight; static int i,j,k,l; static GLubyte color; - static float newbrightness; - static float changespeed; static XYZ checkpoint; static float tempmult; float tutorialopac; @@ -225,13 +138,18 @@ int Game::DrawGLScene(void) static char string2[256]=""; static char string3[256]=""; - static float lastcheck; - - lastcheck+=multiplier; - - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - if(!registered)debugmode=0; - + if ( stereomode == stereoAnaglyph ) { + switch(side) { + 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 ) { + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); + } + } if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ tempmult=multiplier; @@ -272,71 +190,71 @@ int Game::DrawGLScene(void) drawmode=motionblurmode; motionbluramount=.2; slomodelay-=multiplier; - if(slomodelay<0)slomo=0; + if(slomodelay<0) + slomo=0; camerashake=0; changed=1; } if((!changed&&!slomo)||loading){ drawmode=normalmode; if(ismotionblur&&(/*fps>100||*/alwaysblur)){ - if(olddrawmode!=realmotionblurmode)change=1; - else change=0; + if(olddrawmode!=realmotionblurmode) + change=1; + else + change=0; drawmode=realmotionblurmode; - } - else if(olddrawmode==realmotionblurmode)change=2; - else change=0; + }else if(olddrawmode==realmotionblurmode) + change=2; + else + change=0; } - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode; - if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode; + if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)) + drawmode=normalmode; + if((freeze||winfreeze)&&ismotionblur&&!mainmenu) + drawmode=radialzoommode; if(winfreeze||mainmenu)drawmode=normalmode; - //drawmode=glowmode; +#if PLATFORM_MACOSX if(drawmode==glowmode){ RGBColor color2; color2.red=0; color2.green=0; color2.blue=0; -#if PLATFORM_MACOSX DSpContext_FadeGamma(NULL,200,&color2); -#endif } +#endif - if(drawtoggle!=2)drawtoggle=1-drawtoggle; + if(drawtoggle!=2) + drawtoggle=1-drawtoggle; if(!texcoordwidth){ - texviewwidth=kTextureSize; - if(texviewwidth>screenwidth)texviewwidth=screenwidth; + if(texviewwidth>screenwidth) + texviewwidth=screenwidth; texviewheight=kTextureSize; - if(texviewheight>screenheight)texviewheight=screenheight; + if(texviewheight>screenheight) + texviewheight=screenheight; texcoordwidth=screenwidth/kTextureSize; texcoordheight=screenheight/kTextureSize; - if(texcoordwidth>1)texcoordwidth=1; - if(texcoordheight>1)texcoordheight=1; + if(texcoordwidth>1) + texcoordwidth=1; + if(texcoordheight>1) + texcoordheight=1; } glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 ); - else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); - */ - if(abs(blurness-targetblurness)2){ - blurness=targetblurness; - targetblurness=(float)(abs(Random()%100))/40; - } - if(blurnesstargetblurness)blurness-=multiplier*5; - //glFinish(); static XYZ terrainlight; static float distance; - //if(drawmode==normalmode)ReSizeGLScene(90,.1); - if(drawmode==normalmode)ReSizeGLScene(90,.1f); - if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight); + if(drawmode==normalmode) + ReSizeGLScene(90,.1f); + if(drawmode!=normalmode) + glViewport(0,0,texviewwidth,texviewheight); glDepthFunc(GL_LEQUAL); glDepthMask(1); glAlphaFunc(GL_GREATER, 0.0001f); @@ -347,13 +265,20 @@ int Game::DrawGLScene(void) glMatrixMode (GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glLoadIdentity (); + + // 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); + + //camera effects if(!cameramode&&!freeze&&!winfreeze){ + //shake glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); + //sway glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0); glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0); } if(cameramode||freeze||winfreeze){ - //glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); glRotatef(rotation2,1,0,0); glRotatef(rotation,0,1,0); } @@ -361,12 +286,22 @@ int Game::DrawGLScene(void) if(environment==desertenvironment){ glRotatef((float)(abs(Random()%100))/3000-1,1,0,0); glRotatef((float)(abs(Random()%100))/3000-1,0,1,0); - //glRotatef(blurness/40-1,1,0,0); - //glRotatef(blurness/40-1,0,1,0); } SetUpLight(&light,0); glPushMatrix(); - if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 ); + + //heat blur effect in desert + if(abs(blurness-targetblurness)2){ + blurness=targetblurness; + targetblurness=(float)(abs(Random()%100))/40; + } + if(blurness=typesleeping)&&player[k].playerdetail) - if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25) - for(i=0;i=typesleeping)&&player[k].playerdetail) + if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25) + for(i=0;i=1)glDisable(GL_BLEND); + if(distance>=1) + glDisable(GL_BLEND); if(distance>=.5){ checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords; checkpoint.y+=1; - if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint); + if(!player[k].occluded==0) + i=checkcollide(viewer,checkpoint,player[k].lastoccluded); + if(i==-1||player[k].occluded==0) + i=checkcollide(viewer,checkpoint); if(i!=-1){ player[k].occluded+=1; player[k].lastoccluded=i; - } - else player[k].occluded=0; - if(player[k].occluded<25)player[k].DrawSkeleton(); + }else + player[k].occluded=0; + if(player[k].occluded<25) + player[k].DrawSkeleton(); } } } } - if(!cameramode&&musictype==stream_music2)playerdist=findDistancefastflat(&player[0].coords,&viewer); - else playerdist=-100; + if(!cameramode&&musictype==stream_fighttheme) + playerdist=findDistancefastflat(&player[0].coords,&viewer); + else + playerdist=-100; glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); objects.Draw(); glPopMatrix(); + //draw hawk glPushMatrix(); if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){ glAlphaFunc(GL_GREATER, 0.0001f); @@ -544,35 +484,13 @@ int Game::DrawGLScene(void) glTranslatef(25,0,0); distance=findDistancefast(&viewer,&realhawkcoords)*1.2; glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance); - if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1); + if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1) + glColor4f(light.color[0],light.color[1],light.color[2],1); if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0) hawk.drawdifftex(hawktexture); } 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); @@ -585,22 +503,25 @@ int Game::DrawGLScene(void) distance=findDistancefast(&viewer,&player[k].coords); distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance; glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance); - if(distance>=1)glDisable(GL_BLEND); + if(distance>=1) + glDisable(GL_BLEND); if(distance>=.5){ 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(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint); + if(!player[k].occluded==0) + i=checkcollide(viewer,checkpoint,player[k].lastoccluded); + if(i==-1||player[k].occluded==0) + i=checkcollide(viewer,checkpoint); if(i!=-1){ player[k].occluded+=1; player[k].lastoccluded=i; - } - else player[k].occluded=0; - if(player[k].occluded<25)player[k].DrawSkeleton(); + }else + player[k].occluded=0; + if(player[k].occluded<25) + player[k].DrawSkeleton(); } } } - //} glPushMatrix(); glEnable(GL_TEXTURE_2D); @@ -615,8 +536,9 @@ int Game::DrawGLScene(void) glDepthMask(0); - sprites.Draw(); + Sprite::Draw(); + //waypoints, pathpoints in editor if(editorenabled){ glEnable(GL_BLEND); glDisable(GL_LIGHTING); @@ -659,44 +581,22 @@ int Game::DrawGLScene(void) glEnable(GL_TEXTURE_2D); glColor4f(.5,.5,.5,1); - if(!console){ + if(!console) { sprintf (string, " ",(int)(fps)); text.glPrint(10,30,string,0,.8,screenwidth,screenheight); if(!tutoriallevel) if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){ - if(bonus==tracheotomy)sprintf (string, "Tracheotomy!"); - else if(bonus==backstab)sprintf (string, "Backstabber!"); - else if(bonus==spinecrusher)sprintf (string, "Spinecrusher!"); - else if(bonus==ninja)sprintf (string, "Ninja Bonus!"); - else if(bonus==style)sprintf (string, "Style Bonus!"); - else if(bonus==cannon)sprintf (string, "Leg Cannon!"); - else if(bonus==aimbonus)sprintf (string, "Nice Aim!"); - else if(bonus==deepimpact)sprintf (string, "Heavy Impact!"); - else if(bonus==touchofdeath)sprintf (string, "Touch of Death!"); - else if(bonus==swordreversebonus)sprintf (string, "Sword Disarm!"); - else if(bonus==staffreversebonus)sprintf (string, "Staff Disarm!"); - else if(bonus==reverseko)sprintf (string, "Reversal KO!"); - else if(bonus==solidhit)sprintf (string, "Solid Hit!"); - else if(bonus==twoxcombo)sprintf (string, "2X Combo!"); - else if(bonus==threexcombo)sprintf (string, "3X Combo!"); - else if(bonus==fourxcombo)sprintf (string, "4X COMBO!"); - else if(bonus==megacombo)sprintf (string, "MEGA COMBO!"); - else if(bonus==Reversal)sprintf (string, "Reversal!"); - else if(bonus==Stabbonus)sprintf (string, "Punctured!"); - else if(bonus==Slicebonus)sprintf (string, "Sliced!"); - else if(bonus==Bullseyebonus)sprintf (string, "Bullseye!"); - else if(bonus==Slashbonus)sprintf (string, "Slashed!"); - else if(bonus==Wolfbonus)sprintf (string, "WOLF SLAYER!"); - else if(bonus==FinishedBonus)sprintf (string, "SLAIN!"); - else if(bonus==TackleBonus)sprintf (string, "Tackle!"); - else if(bonus==AboveBonus)sprintf (string, "Death from Above!"); - else sprintf (string, "Excellent!"); + const char *bonus_name; + if (bonus < bonus_count) + bonus_name = bonus_names[bonus]; + else + bonus_name = "Excellent!"; // When does this happen? glColor4f(0,0,0,1-bonustime); - text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768); + 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(string),768/16+768*4/5,string,1,2,1024,768); + text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768); sprintf (string, "%d",(int)bonusvalue); glColor4f(0,0,0,1-bonustime); @@ -706,585 +606,673 @@ int Game::DrawGLScene(void) glColor4f(.5,.5,.5,1); } - if(tutoriallevel==1){ - tutorialopac=tutorialmaxtime-tutorialstagetime; - if(tutorialopac>1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; - - sprintf (string, " "); - sprintf (string2, " "); - sprintf (string3, " "); - if(tutorialstage==0){ - sprintf (string, " "); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==1){ - sprintf (string, "Welcome to the Lugaru training level!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==2){ - sprintf (string, "BASIC MOVEMENT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==3){ - sprintf (string, "You can move the mouse to rotate the camera."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==4){ - sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey)); - sprintf (string2, "All movement is relative to the camera."); - sprintf (string3, " "); - } - if(tutorialstage==5){ - sprintf (string, "Please press %s to jump.",KeyToChar(jumpkey)); - sprintf (string2, "You can hold it longer to jump higher."); - sprintf (string3, " "); - } - if(tutorialstage==6){ - sprintf (string, "You can press %s to crouch.",KeyToChar(crouchkey)); - sprintf (string2, "You can jump higher from a crouching position."); - sprintf (string3, " "); - } - if(tutorialstage==7){ - sprintf (string, "While running, you can press %s to roll.",KeyToChar(crouchkey)); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==8){ - sprintf (string, "While crouching, you can sneak around silently"); - sprintf (string2, "using the movement keys."); - sprintf (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, " "); - } - if(tutorialstage==10){ - sprintf (string, "ADVANCED MOVEMENT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==11){ - sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey)); - sprintf (string2, "during impact to perform a walljump."); - sprintf (string3, "Be sure to use the movement keys to press against the wall"); - } - if(tutorialstage==12){ - sprintf (string, "While in the air, you can press crouch to flip.",KeyToChar(jumpkey)); - sprintf (string2, "Walljumps and flips confuse enemies and give you more control."); - sprintf (string3, " "); - } - if(tutorialstage==13){ - sprintf (string, "BASIC COMBAT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==14){ - sprintf (string, "There is now an imaginary enemy"); - sprintf (string2, "in the middle of the training area."); - sprintf (string3, " "); - } - if(tutorialstage==15){ - if(attackkey==MAC_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.",KeyToChar(attackkey)); - sprintf (string2, "You can punch by standing still near an enemy and attacking."); - sprintf (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, " "); - } - 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, " "); - } - 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, " "); - } - 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)"); - } - if(tutorialstage==20){ - sprintf (string, "Your most powerful individual attack is the rabbit kick."); - if(attackkey==MAC_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", KeyToChar(attackkey)); - sprintf (string3, "the jump key (%s) to attack.",KeyToChar(jumpkey)); - } - if(tutorialstage==21){ - sprintf (string, "This attack is devastating if timed correctly."); - sprintf (string2, "Even if timed incorrectly, it will knock the enemy over."); - if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again."); - else sprintf (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."); - } - 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."); - } - if(tutorialstage==24){ - sprintf (string, "You can tackle enemies by running at them animal-style"); - if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey)); - else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),KeyToChar(attackkey)); - sprintf (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, " "); - } - if(tutorialstage==26){ - sprintf (string, "REVERSALS AND COUNTER-REVERSALS"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==27){ - sprintf (string, "The enemy can now reverse your attacks."); - sprintf (string2, " "); - sprintf (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.",KeyToChar(crouchkey)); - } - if(tutorialstage==29){ - sprintf (string, "Try escaping from two more reversals in a row."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==30){ - sprintf (string, "Good!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==31){ - sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey)); - sprintf (string2, "enemy's attack. You must also be close to the enemy;"); - sprintf (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."); - } - if(tutorialstage==33){ - sprintf (string, "Reverse three enemy attacks!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==34){ - sprintf (string, "Reverse two more enemy attacks!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==35){ - sprintf (string, "Reverse one more enemy attack!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==36){ - sprintf (string, "Excellent!"); - sprintf (string2, " "); - sprintf (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); - } - if(tutorialstage==38){ - sprintf (string, "WEAPONS:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==39){ - sprintf (string, "There is now an imaginary knife"); - sprintf (string2, "in the center of the training area."); - sprintf (string3, " "); - } - if(tutorialstage==40){ - sprintf (string, "Stand, roll or handspring over the knife"); - sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey)); - sprintf (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.",KeyToChar(drawkey)); - sprintf (string2, "Sometimes it is best to keep them unequipped to"); - sprintf (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."); - } - 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."); - } - if(tutorialstage==44){ - sprintf (string, "The enemy now has your knife!"); - sprintf (string2, "Please reverse two of his knife attacks."); - sprintf (string3, " "); - } - if(tutorialstage==45){ - sprintf (string, "Please reverse one more of his knife attacks."); - sprintf (string2, " "); - sprintf (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."); - } - 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!"); - } - 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."); - } - if(tutorialstage==49){ - sprintf (string, "When facing an enemy, you can throw the knife with %s.",KeyToChar(throwkey)); - sprintf (string2, "It is possible to throw the knife while flipping,"); - sprintf (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, " "); - } - 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.",KeyToChar(jumpkey)); - 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); - } - //Hot spots - - if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){ - int closest=-1; - float closestdist=-1; - float distance=0; - closest=currenthotspot; - for(i=0;i=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ - closestdist=distance; - closest=i; - } - } - } - if(closest!=-1) - currenthotspot=closest; - if(currenthotspot!=-1){ - if(hotspottype[closest]<=10){ - if(findDistancefast(&player[0].coords,&hotspot[closest])1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; - - sprintf (string, "%s", hotspottext[closest]); - - int lastline; - int line=0; - bool done=0; - lastline=0; - 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); - lastline=i+1; - line++; - if(string[i]=='\0')done=1; - } - if(i>=255)done=1; - i++; - } - } - else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){ - whichdialogue=hotspottype[closest]-20; - for(j=0;j2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0; - //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')goodchar=0; - if(goodchar)tempnum++; - else tempname[tempnum]='\0'; - } - - sprintf (string, "%s: ", tempname); - - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][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); - } - 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); - - } - - tempnum=0; - for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){ - tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i]; - if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++; - } - - - sprintf (string, "%s", tempname); - - - int lastline; - int line=0; - bool done=0; - lastline=0; - i=0; - while(!done){ - if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){ - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][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); - } - 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); - } - lastline=i+1; - line++; - if(string[i]=='\0')done=1; - } - if(i>=255)done=1; - i++; - } - } - - if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){ - if(campaign){ - if(!scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal); - if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(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); - } - - glColor4f(.5,.5,.5,1); - - - if((texttoggle||editorenabled)&&debugmode&&!mainmenu){ - sprintf (string, "The framespersecond is %d.",(int)(fps)); - text.glPrint(10,30,string,0,.8,1024,768); - - sprintf (string, "Name: %s", registrationname); - text.glPrint(10,260,string,0,.8,1024,768); - - - if(editorenabled)sprintf (string, "Map editor enabled."); - if(!editorenabled)sprintf (string, "Map editor Disabled."); - text.glPrint(10,60,string,0,.8,1024,768); - if(editorenabled){ - sprintf (string, "Object size: %f",editorsize); - text.glPrint(10,75,string,0,.8,1024,768); - if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation); - else sprintf (string, "Object rotation: Random"); - text.glPrint(10,90,string,0,.8,1024,768); - if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2); - else sprintf (string, "Object rotation2: Random"); - text.glPrint(10,105,string,0,.8,1024,768); - sprintf (string, "Object type: %d",editortype); - text.glPrint(10,120,string,0,.8,1024,768); - if(editortype==boxtype)sprintf (string, "(box)"); - if(editortype==treetrunktype)sprintf (string, "(tree)"); - if(editortype==walltype)sprintf (string, "(wall)"); - if(editortype==weirdtype)sprintf (string, "(weird)"); - if(editortype==spiketype)sprintf (string, "(spike)"); - if(editortype==rocktype)sprintf (string, "(rock)"); - if(editortype==bushtype)sprintf (string, "(bush)"); - if(editortype==tunneltype)sprintf (string, "(tunnel)"); - if(editortype==chimneytype)sprintf (string, "(chimney)"); - if(editortype==platformtype)sprintf (string, "(platform)"); - if(editortype==cooltype)sprintf (string, "(cool)"); - if(editortype==firetype)sprintf (string, "(fire)"); - text.glPrint(130,120,string,0,.8,1024,768); - - sprintf (string, "Numplayers: %d",numplayers); - text.glPrint(10,155,string,0,.8,1024,768); - sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints); - text.glPrint(10,140,string,0,.8,1024,768); - } - /*sprintf (string, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z); - text.glPrint(10,200,string,0,.8,1024,768);*/ - sprintf (string, "Difficulty: %d",difficulty); - text.glPrint(10,240,string,0,.8,1024,768); - /* - sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]); - text.glPrint(10,240,string,0,.8,1024,768); - sprintf (string, "killhotspot: %d",killhotspot); - text.glPrint(10,220,string,0,.8,1024,768); - sprintf (string, "winhotspot: %d",winhotspot); - text.glPrint(10,200,string,0,.8,1024,768);*/ - - } + if(tutoriallevel==1){ + tutorialopac=tutorialmaxtime-tutorialstagetime; + if(tutorialopac>1)tutorialopac=1; + if(tutorialopac<0)tutorialopac=0; + + sprintf (string, " "); + sprintf (string2, " "); + sprintf (string3, " "); + if(tutorialstage==0){ + sprintf (string, " "); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==1){ + sprintf (string, "Welcome to the Lugaru training level!"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==2){ + sprintf (string, "BASIC MOVEMENT:"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==3){ + sprintf (string, "You can move the mouse to rotate the camera."); + sprintf (string2, " "); + sprintf (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, " "); + } + 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, " "); + } + 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, " "); + } + if(tutorialstage==7){ + sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey)); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==8){ + sprintf (string, "While crouching, you can sneak around silently"); + sprintf (string2, "using the movement keys."); + sprintf (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, " "); + } + if(tutorialstage==10){ + sprintf (string, "ADVANCED MOVEMENT:"); + sprintf (string2, " "); + sprintf (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"); + } + if(tutorialstage==12){ + sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey)); + sprintf (string2, "Walljumps and flips confuse enemies and give you more control."); + sprintf (string3, " "); + } + if(tutorialstage==13){ + sprintf (string, "BASIC COMBAT:"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==14){ + sprintf (string, "There is now an imaginary enemy"); + sprintf (string2, "in the middle of the training area."); + sprintf (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(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, " "); + } + 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, " "); + } + 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, " "); + } + 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)"); + } + 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)); + } + if(tutorialstage==21){ + sprintf (string, "This attack is devastating if timed correctly."); + sprintf (string2, "Even if timed incorrectly, it will knock the enemy over."); + if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again."); + else sprintf (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."); + } + 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."); + } + 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."); + } + 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, " "); + } + if(tutorialstage==26){ + sprintf (string, "REVERSALS AND COUNTER-REVERSALS"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==27){ + sprintf (string, "The enemy can now reverse your attacks."); + sprintf (string2, " "); + sprintf (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)); + } + if(tutorialstage==29){ + sprintf (string, "Try escaping from two more reversals in a row."); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==30){ + sprintf (string, "Good!"); + sprintf (string2, " "); + sprintf (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."); + } + 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."); + } + if(tutorialstage==33){ + sprintf (string, "Reverse three enemy attacks!"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==34){ + sprintf (string, "Reverse two more enemy attacks!"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==35){ + sprintf (string, "Reverse one more enemy attack!"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==36){ + sprintf (string, "Excellent!"); + sprintf (string2, " "); + sprintf (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); + } + if(tutorialstage==38){ + sprintf (string, "WEAPONS:"); + sprintf (string2, " "); + sprintf (string3, " "); + } + if(tutorialstage==39){ + sprintf (string, "There is now an imaginary knife"); + sprintf (string2, "in the center of the training area."); + sprintf (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."); + } + 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. "); + } + 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."); + } + 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."); + } + if(tutorialstage==44){ + sprintf (string, "The enemy now has your knife!"); + sprintf (string2, "Please reverse two of his knife attacks."); + sprintf (string3, " "); + } + if(tutorialstage==45){ + sprintf (string, "Please reverse one more of his knife attacks."); + sprintf (string2, " "); + sprintf (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."); + } + 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!"); + } + 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."); + } + 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."); + } + 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, " "); + } + 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.",Input::keyToChar(jumpkey)); + 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); + } + //Hot spots + + if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){ + int closest=-1; + float closestdist=-1; + float distance=0; + closest=currenthotspot; + for(i=0;i=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ + closestdist=distance; + closest=i; + } + } + } + if(closest!=-1) + currenthotspot=closest; + if(currenthotspot!=-1){ + if(hotspottype[closest]<=10){ + if(findDistancefast(&player[0].coords,&hotspot[closest])1)tutorialopac=1; + if(tutorialopac<0)tutorialopac=0; + + sprintf (string, "%s", hotspottext[closest]); + + int lastline = 0; + int line = 0; + bool done = false; + 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); + lastline=i+1; + line++; + if(string[i]=='\0')done=1; + } + if(i>=255)done=1; + i++; + } + } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){ + whichdialogue=hotspottype[closest]-20; + for(j=0;j'z'||string[i]<' '||string[i]=='\0'){ + if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][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); + } + 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); + } + lastline=i+1; + line++; + if(string[i]=='\0')done=1; + } + if(i>=255)done=1; + i++; + } + } + + if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!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(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); + + + if((texttoggle||editorenabled)&&debugmode&&!mainmenu){ + sprintf (string, "The framespersecond is %d.",(int)(fps)); + text.glPrint(10,30,string,0,.8,1024,768); + + sprintf (string, "Name: %s", registrationname); + text.glPrint(10,260,string,0,.8,1024,768); + + + if(editorenabled) + sprintf (string, "Map editor enabled."); + else + sprintf (string, "Map editor disabled."); + text.glPrint(10,60,string,0,.8,1024,768); + if(editorenabled){ + sprintf (string, "Object size: %f",editorsize); + text.glPrint(10,75,string,0,.8,1024,768); + if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation); + else sprintf (string, "Object rotation: Random"); + text.glPrint(10,90,string,0,.8,1024,768); + if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2); + else sprintf (string, "Object rotation2: Random"); + text.glPrint(10,105,string,0,.8,1024,768); + sprintf (string, "Object type: %d",editortype); + text.glPrint(10,120,string,0,.8,1024,768); + switch(editortype) { + case boxtype: + sprintf (string, "(box)"); + break; + case treetrunktype: + sprintf (string, "(tree)"); + break; + case walltype: + sprintf (string, "(wall)"); + break; + case weirdtype: + sprintf (string, "(weird)"); + break; + case spiketype: + sprintf (string, "(spike)"); + break; + case rocktype: + sprintf (string, "(rock)"); + break; + case bushtype: + sprintf (string, "(bush)"); + break; + case tunneltype: + sprintf (string, "(tunnel)"); + break; + case chimneytype: + sprintf (string, "(chimney)"); + break; + case platformtype: + sprintf (string, "(platform)"); + break; + case cooltype: + sprintf (string, "(cool)"); + break; + case firetype: + sprintf (string, "(fire)"); + break; + } + text.glPrint(130,120,string,0,.8,1024,768); + + sprintf (string, "Numplayers: %d",numplayers); + text.glPrint(10,155,string,0,.8,1024,768); + sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints); + text.glPrint(10,140,string,0,.8,1024,768); + } + sprintf (string, "Difficulty: %d",difficulty); + text.glPrint(10,240,string,0,.8,1024,768); + + } } if(drawmode==glowmode){ @@ -1367,7 +1355,7 @@ int Game::DrawGLScene(void) glDepthMask(1); } - if(flashamount>0&&damageeffects){ + if(flashamount>0&&damageeffects) { if(flashamount>1)flashamount=1; if(flashdelay<=0)flashamount-=multiplier; flashdelay--; @@ -1403,7 +1391,7 @@ int Game::DrawGLScene(void) glDepthMask(1); } - if(!console){ + if(!console) { displaytime[0]=0; glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); @@ -1415,21 +1403,19 @@ int Game::DrawGLScene(void) text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight); } } - for(i=0;i<15;i++){ + for(i=0;i<15;i++) if((i!=0||chatting)&&displaytime[i]<4) - for(j=0;jmaxdistance){ - whichclosest=i; + //~ whichclosest=i; maxdistance=tempdist; } } @@ -1495,7 +1479,7 @@ int Game::DrawGLScene(void) if(!player[i].dead){ tempdist=findDistancefast(¢er,&player[i].coords); if(tempdist>maxdistance){ - whichclosest=i; + //~ whichclosest=i; maxdistance=tempdist; } } @@ -1507,17 +1491,6 @@ int Game::DrawGLScene(void) 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); @@ -1611,27 +1584,9 @@ int Game::DrawGLScene(void) 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 @@ -1644,12 +1599,6 @@ int Game::DrawGLScene(void) 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); @@ -1687,47 +1636,6 @@ int Game::DrawGLScene(void) 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 @@ -1779,183 +1687,39 @@ int Game::DrawGLScene(void) 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); + + //Win Screen Won Victory + + glEnable(GL_TEXTURE_2D); 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);*/ + sprintf (string, "Level Cleared!"); + text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768); - //Awards - int numawards; - int awards[30]; - numawards=0; + sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); + text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - if(damagetaken==0&&player[0].bloodloss==0){ - awards[numawards]=awardflawless; - numawards++; - } - bool alldead; - alldead=1; - if(numplayers>1) - for(i=1;i1) - for(i=1;i0){ - 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;i0&&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++; - } + 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]; - //Win Screen Won Victory + for(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); + text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - 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); - - sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); - text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - - if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue"); - if(campaign)sprintf (string, "Press Escape or Space to continue"); - text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); - - char temp[255]; - - for(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); - text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - - for(i=0;i=60)offset=consoleselected-60; - sprintf (string, " ]"); - text.glPrint(10,30,string,0,1,1024,768); - if(consoleblink){ - sprintf (string, "_"); - text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); - } - for(i=0;i<15;i++){ - for(j=0;j=60) + offset=consoleselected-60; + sprintf (string, " ]"); + text.glPrint(10,30,string,0,1,1024,768); + if(consoleblink){ + sprintf (string, "_"); + text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); + } + for(i=0;i<15;i++) + for(j=0;j2)texdetail=2; - if(mainmenu!=oldmainmenu&&oldmainmenu!=0){ - 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; - //accountcampaignchoicesmade[accountactive]=0; - ipstream.ignore(256,':'); - ipstream >> campaignnumlevels; - for(i=0;i> campaignmapname[i]; - ipstream.ignore(256,':'); - ipstream >> campaigndescription[i]; - for(j=0;j<256;j++){ - if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' '; - } - ipstream.ignore(256,':'); - ipstream >> campaignchoosenext[i]; - ipstream.ignore(256,':'); - ipstream >> campaignnumnext[i]; - if(campaignnumnext[i]) - for(j=0;j> campaignnextlevel[i][j]; - campaignnextlevel[i][j]-=1; - } - ipstream.ignore(256,':'); - ipstream >> campaignlocationx[i]; - //campaignlocationx[i]-=30; - ipstream.ignore(256,':'); - ipstream >> campaignlocationy[i]; - //campaignlocationy[i]+=30; - } - ipstream.close(); + DrawMenu(); + } - for(i=0;iaccountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive]; - if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive](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; - starty[0]=440; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - if(newdetail==2)sprintf (menustring[1], "Detail: High"); - else if(newdetail==1)sprintf (menustring[1], "Detail: Medium"); - else sprintf (menustring[1], "Detail: Low"); - startx[1]=10+60; - starty[1]=405; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)"); - if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail"); - if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off"); - startx[2]=10+70; - starty[2]=370; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane"); - if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult"); - if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier"); - startx[3]=10+20-1000; - starty[3]=335-1000; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)"); - if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)"); - startx[4]=10; - starty[4]=335; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)"); - if(decals==0)sprintf (menustring[5], "Decals: Disabled"); - startx[5]=10+60; - starty[5]=300; - endx[5]=startx[5]+strlen(menustring[5])*10; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - if(musictoggle==1)sprintf (menustring[6], "Music: Enabled"); - if(musictoggle==0)sprintf (menustring[6], "Music: Disabled"); - startx[6]=10+70; - starty[6]=265; - endx[6]=startx[6]+strlen(menustring[6])*10; - endy[6]=starty[6]+20; - movex[6]=0; - movey[6]=0; - - if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes"); - if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No"); - startx[9]=10; - starty[9]=230; - endx[9]=startx[9]+strlen(menustring[9])*10; - endy[9]=starty[9]+20; - movex[9]=0; - movey[9]=0; - - sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5)); - startx[10]=20; - starty[10]=195; - endx[10]=startx[10]+strlen(menustring[10])*10; - endy[10]=starty[10]+20; - movex[10]=0; - movey[10]=0; - - sprintf (menustring[11], "Volume: %d%", (int)(volume*100)); - startx[11]=10+60; - starty[11]=155; - endx[11]=startx[11]+strlen(menustring[11])*10; - endy[11]=starty[11]+20; - movex[11]=0; - movey[11]=0; - - sprintf (menustring[7], "-Configure Controls-"); - startx[7]=10+15; - starty[7]=100; - endx[7]=startx[7]+strlen(menustring[7])*10; - endy[7]=starty[7]+20; - movex[7]=0; - movey[7]=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; - endx[8]=startx[8]+strlen(menustring[8])*10; - starty[8]=10; - endy[8]=starty[8]+20; - movex[8]=0; - movey[8]=0; - } - - if(mainmenu==4){ - nummenuitems=10; - if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey)); - else sprintf (menustring[0], "Forwards: _"); - startx[0]=10; - starty[0]=400; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey)); - else sprintf (menustring[1], "Back: _"); - startx[1]=10+40; - starty[1]=360; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey)); - else sprintf (menustring[2], "Left: _"); - startx[2]=10+40; - starty[2]=320; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey)); - else sprintf (menustring[3], "Right: _"); - startx[3]=10+30; - starty[3]=280; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey)); - else sprintf (menustring[4], "Crouch: _"); - startx[4]=10+20; - starty[4]=240; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey)); - else sprintf (menustring[5], "Jump: _"); - startx[5]=10+40; - starty[5]=200; - endx[5]=startx[5]+strlen(menustring[5])*10; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey)); - else sprintf (menustring[6], "Draw: _"); - startx[6]=10+40; - starty[6]=160; - endx[6]=startx[6]+strlen(menustring[6])*10; - endy[6]=starty[6]+20; - movex[6]=0; - movey[6]=0; - - if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey)); - else sprintf (menustring[7], "Throw: _"); - startx[7]=10+30; - starty[7]=120; - endx[7]=startx[7]+strlen(menustring[7])*10; - endy[7]=starty[7]+20; - movex[7]=0; - movey[7]=0; - - if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey)); - else sprintf (menustring[8], "Attack: _"); - startx[8]=10+20; - starty[8]=80; - endx[8]=startx[8]+strlen(menustring[8])*10; - endy[8]=starty[8]+20; - movex[8]=0; - movey[8]=0; - - - - sprintf (menustring[9], "Back"); - startx[9]=10; - endx[9]=startx[9]+strlen(menustring[9])*10; - starty[9]=10; - endy[9]=starty[9]+20; - movex[9]=0; - movey[9]=0; - } - if(mainmenu==5){ - nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum; - - sprintf (menustring[0], "%s",accountname[accountactive]); - startx[0]=5; - 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], "Tutorial"); - startx[1]=5; - starty[1]=300; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - sprintf (menustring[2], "Challenge"); - startx[2]=5; - starty[2]=240; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - sprintf (menustring[3], "Delete User"); - startx[3]=400; - starty[3]=10; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - sprintf (menustring[4], "Main Menu"); - startx[4]=5; - starty[4]=10; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - sprintf (menustring[5], "Change User"); - startx[5]=5; - endx[5]=startx[5]+strlen(menustring[5])*10; - starty[5]=180; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - //World - - sprintf (menustring[6], "World"); - startx[6]=30+120; - starty[6]=30+480-400-50; - endx[6]=startx[6]+400; - endy[6]=30+480-50; - movex[6]=0; - movey[6]=0; - - if(accountcampaignchoicesmade[accountactive]) - for(i=0;i0) - for(i=accountcampaignchoicesmade[accountactive];i Game::ListCampaigns() { + DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); + struct dirent *campaign = NULL; + if(!campaigns) { + perror("Problem while loading campaigns"); + cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; + exit(EXIT_FAILURE); + } + vector campaignNames; + while ((campaign = readdir(campaigns)) != NULL) { + string name(campaign->d_name); + if(name.length()<5) + continue; + if(!name.compare(name.length()-4,4,".txt")) { + campaignNames.push_back(name.substr(0,name.length()-4)); + } + } + closedir(campaigns); + return campaignNames; +} - sprintf (menustring[numchallengelevels], "Back"); - startx[numchallengelevels]=10; - endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10; - starty[numchallengelevels]=10; - endy[numchallengelevels]=starty[numchallengelevels]+20; - movex[numchallengelevels]=0; - movey[numchallengelevels]=0; +void Game::LoadCampaign() { + if(!accountactive) + return; + ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); + ipstream.ignore(256,':'); + int numlevels; + ipstream >> numlevels; + campaignlevels.clear(); + for(int i=0;i> cl; + campaignlevels.push_back(cl); + } + ipstream.close(); - sprintf (menustring[numchallengelevels+1], " High Score Best Time"); - startx[numchallengelevels+1]=10; - starty[numchallengelevels+1]=440; - endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10; - endy[numchallengelevels+1]=starty[numchallengelevels+1]+20; - movex[numchallengelevels+1]=0; - movey[numchallengelevels+1]=0; + ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); + if(test.good()) { + LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0); + } else { + LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); + } - //numchallengelevels=tempncl; + if(accountactive->getCampaignChoicesMade()==0) { + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + } + oldmainmenu=0; //reload menu +} - } - if(mainmenu==11){ - nummenuitems=2+numchallengelevels; - char temp[255]; - - for(j=0;j unused + 18 stereo configuration + */ + + if(oldmainmenu!=mainmenu) + Menu::clearMenu(); + + switch(mainmenu) { + case 1: + case 2:{ + if(oldmainmenu!=mainmenu){ + Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128); + Menu::addImageButton(1,Mainmenuitems[mainmenu==1?1:5],NULL,18,480-152-32,128,32); + Menu::addImageButton(2,Mainmenuitems[2],NULL,18,480-228-32,112,32); + Menu::addImageButton(3,Mainmenuitems[mainmenu==1?3:6],NULL,18,480-306-32,mainmenu==1?68:132,32); + } } - - if(mainmenu==15){ - nummenuitems=2; - char temp[255]; - - sprintf (menustring[0], "Thank you for supporting Wolfire Software!"); - startx[0]=100; - starty[0]=270; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - sprintf (menustring[1], "Back"); - startx[1]=10; - endx[1]=startx[1]+strlen(menustring[1])*10; - starty[1]=10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; + break; + case 3: { + if(oldmainmenu!=mainmenu){ + Menu::addButton( 0,"",NULL,10+20,440,-1,-1); + Menu::addButton( 1,"",NULL,10+60,405,-1,-1); + Menu::addButton( 2,"",NULL,10+70,370,-1,-1); + Menu::addButton( 3,"",NULL,10+20-1000,335-1000,-1,-1); + Menu::addButton( 4,"",NULL,10 ,335,-1,-1); + Menu::addButton( 5,"",NULL,10+60,300,-1,-1); + Menu::addButton( 6,"",NULL,10+70,265,-1,-1); + Menu::addButton( 9,"",NULL,10 ,230,-1,-1); + Menu::addButton(10,"",NULL,20 ,195,-1,-1); + Menu::addButton(11,"",NULL,10+60,160,-1,-1); + Menu::addButton(13,"",NULL,30 ,125,-1,-1); + Menu::addButton( 7,"",NULL,10+15, 90,-1,-1); + Menu::addButton(12,"",NULL,10+15, 55,-1,-1); + Menu::addButton(8,"Back",NULL,10,10,-1,-1); + } + 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); + + if(newdetail==2) sprintf (menustring[1], "Detail: High"); + else if(newdetail==1) sprintf (menustring[1], "Detail: Medium"); + else sprintf (menustring[1], "Detail: Low"); + + if(bloodtoggle==2) sprintf (menustring[2], "Blood: On, high detail (slower)"); + if(bloodtoggle==1) sprintf (menustring[2], "Blood: On, low detail"); + if(bloodtoggle==0) sprintf (menustring[2], "Blood: Off"); + + if(difficulty==2) sprintf (menustring[3], "Difficulty: Insane"); + if(difficulty==1) sprintf (menustring[3], "Difficulty: Difficult"); + if(difficulty==0) sprintf (menustring[3], "Difficulty: Easier"); + + if(ismotionblur==1) sprintf (menustring[4], "Blur Effects: Enabled (less compatible)"); + if(ismotionblur==0) sprintf (menustring[4], "Blur Effects: Disabled (more compatible)"); + + if(decals==1) sprintf (menustring[5], "Decals: Enabled (slower)"); + if(decals==0) sprintf (menustring[5], "Decals: Disabled"); + + if(musictoggle==1) sprintf (menustring[6], "Music: Enabled"); + if(musictoggle==0) sprintf (menustring[6], "Music: Disabled"); + + if(invertmouse==1) sprintf (menustring[9], "Invert mouse: Yes"); + if(invertmouse==0) sprintf (menustring[9], "Invert mouse: No"); + + sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5)); + + sprintf (menustring[11], "Volume: %d%%", (int)(volume*100)); + + sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off")); + + sprintf (menustring[7], "-Configure Controls-"); + + sprintf (menustring[12], "-Configure Stereo -"); + + 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)"); + + for(int i=0;i<=13;i++) + Menu::setButtonText(i,menustring[i]); } - - if(mainmenu==16){ - nummenuitems=5; - char temp[255]; - - sprintf (menustring[0], "Sorry, that name/serial number combination is incorrect."); - startx[0]=40; - starty[0]=270; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - sprintf (menustring[1], "Back"); - startx[1]=10; - endx[1]=startx[1]+strlen(menustring[1])*10; - starty[1]=10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - sprintf (menustring[2], "Please make sure you are copying your name and serial"); - startx[2]=50; - starty[2]=240; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - sprintf (menustring[3], "number exactly as they appear in your email."); - startx[3]=90; - starty[3]=210; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - sprintf (menustring[4], "Capitalization and punctuation matter!"); - startx[4]=120; - starty[4]=180; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; + break; + case 4: { + if(oldmainmenu!=mainmenu){ + Menu::addButton(0,"",NULL,10 ,400,-1,-1); + Menu::addButton(1,"",NULL,10+40,360,-1,-1); + Menu::addButton(2,"",NULL,10+40,320,-1,-1); + Menu::addButton(3,"",NULL,10+30,280,-1,-1); + Menu::addButton(4,"",NULL,10+20,240,-1,-1); + Menu::addButton(5,"",NULL,10+40,200,-1,-1); + Menu::addButton(6,"",NULL,10+40,160,-1,-1); + Menu::addButton(7,"",NULL,10+30,120,-1,-1); + Menu::addButton(8,"",NULL,10+20,80,-1,-1); + if(debugmode) + Menu::addButton(9,"",NULL,10+10,40,-1,-1); + Menu::addButton(debugmode?10:9,"Back",NULL,10,10,-1,-1); + } + Menu::setButtonText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey))); + Menu::setButtonText(1,(string)"Back: " +(keyselect==1?"_":Input::keyToChar(backkey))); + Menu::setButtonText(2,(string)"Left: " +(keyselect==2?"_":Input::keyToChar(leftkey))); + Menu::setButtonText(3,(string)"Right: " +(keyselect==3?"_":Input::keyToChar(rightkey))); + Menu::setButtonText(4,(string)"Crouch: " +(keyselect==4?"_":Input::keyToChar(crouchkey))); + Menu::setButtonText(5,(string)"Jump: " +(keyselect==5?"_":Input::keyToChar(jumpkey))); + Menu::setButtonText(6,(string)"Draw: " +(keyselect==6?"_":Input::keyToChar(drawkey))); + Menu::setButtonText(7,(string)"Throw: " +(keyselect==7?"_":Input::keyToChar(throwkey))); + Menu::setButtonText(8,(string)"Attack: " +(keyselect==8?"_":Input::keyToChar(attackkey))); + if(debugmode) + Menu::setButtonText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey))); } - - 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; + break; + case 5: { + if(oldmainmenu!=mainmenu){ + Menu::addLabel(-1,accountactive->getName(),5,400); + Menu::addButton(1,"Tutorial",NULL,5,300,-1,-1); + Menu::addButton(2,"Challenge",NULL,5,240,-1,-1); + Menu::addButton(3,"Delete User",NULL,400,10,-1,-1); + Menu::addButton(4,"Main Menu",NULL,5,10,-1,-1); + Menu::addButton(5,"Change User",NULL,5,180,-1,-1); + Menu::addButton(6,"",NULL,200,420,-1,-1); + + //show campaign map + //with (2,-5) offset from old code + Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400); + //show levels + int numlevels = accountactive->getCampaignChoicesMade(); + numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1; + for(int i=0;i=accountactive->getCampaignChoicesMade(); + if(!active) + itemsize/=2; + + if(i>=1) + Menu::addMapLine(campaignlevels[i-1].getCenter(),midpoint,0.5,active?1:0.5,active?1:0.5,0,0); + Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture, NULL, + midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0); + + if(active){ + Menu::addLabel(-2,campaignlevels[i].description, + campaignlevels[i].getStartX()+10, + campaignlevels[i].getStartY()-4); + Menu::setMapItem(-2); + } + } + } + Menu::setButtonText(6,"Campaign : "+accountactive->getCurrentCampaign()); } - - if(mainmenu==14){ - nummenuitems=2; - char temp[255]; - - sprintf (menustring[0], "Please enter your number:"); - startx[0]=30; - 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; - /* - char tempstring[256]; - sprintf (tempstring, "%s", registrationname); - long num1; - long num2; - long num3; - long num4; - long long longnum; - longnum = MD5_string ( tempstring); - //longnum = 1111111111111111; - num1 = longnum/100000000; - num2 = longnum%100000000; - sprintf (tempstring, "%d-%d-%d-%d", num1/10000, num1%10000, num2/10000, num2%10000); - - sprintf (menustring[2], "%s", tempstring); - startx[2]=290; - starty[2]=230; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; */ + break; + case 6: { + if(oldmainmenu!=mainmenu){ + Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400); + Menu::addButton(1,"Yes",NULL,10,360,-1,-1); + Menu::addButton(2,"No",NULL,10,320,-1,-1); + } } - - if(mainmenu==1||mainmenu==2){ - nummenuitems=7; - startx[0]=150; - starty[0]=480-128; - endx[0]=150+256; - endy[0]=480; - movex[0]=0; - movey[0]=0; - - startx[1]=18; - starty[1]=480-152-32; - endx[1]=18+128; - endy[1]=480-152; - movex[1]=0; - movey[1]=0; - - startx[2]=18; - starty[2]=480-228-32; - endx[2]=2+128; - endy[2]=480-228; - movex[2]=0; - movey[2]=0; - - if(mainmenu==1){ - startx[3]=18; - starty[3]=480-306-32; - endx[3]=22+64; - endy[3]=480-306; - movex[3]=0; - movey[3]=0; - } - - if(mainmenu==2){ - startx[3]=18; - starty[3]=480-306-32; - endx[3]=22+128; - endy[3]=480-306; - movex[3]=0; - movey[3]=0; - } - - /*startx[4]=150; - starty[4]=480-256; - endx[4]=150+256; - endy[4]=480; - */ - if(anim==0){ - startx[4]=380; - starty[4]=480-140-256; - endx[4]=380+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=145; - starty[5]=480-138-256; - endx[5]=145+256; - endy[5]=480-138; - movex[5]=40; - movey[5]=0; - - startx[6]=254; - starty[6]=480-144-256; - endx[6]=254+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } - if(anim==1){ - startx[4]=180; - starty[4]=480-140-256; - endx[4]=180+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=500; - starty[5]=480-138-256; - endx[5]=500+256; - endy[5]=480-138; - movex[5]=40; - movey[5]=0; - - startx[6]=340; - starty[6]=480-144-256; - endx[6]=340+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } - if(anim==2){ - startx[4]=460; - starty[4]=480-140-256; - endx[4]=460+256; - endy[4]=480-140; - movex[4]=50; - movey[4]=0; - - startx[5]=295; - starty[5]=480-150-256; - endx[5]=295+256; - endy[5]=480-138; - movex[5]=-10; - movey[5]=0; - - startx[6]=204; - starty[6]=480-144-256; - endx[6]=204+256; - endy[6]=480-144; - movex[6]=-30; - movey[6]=0; - } - if(anim==3){ - startx[4]=150; - starty[4]=480-140-256; - endx[4]=200+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=350; - starty[5]=480-150-256; - endx[5]=350+256; - endy[5]=480-138; - movex[5]=5; - movey[5]=0; - - startx[6]=500; - starty[6]=480-144-256; - endx[6]=500+256; - endy[6]=480-144; - movex[6]=-10; - movey[6]=0; - } - if(anim==4){ - startx[4]=190; - starty[4]=480-100-256; - endx[4]=190+256; - endy[4]=480-100; - movex[4]=-30; - movey[4]=0; - - startx[5]=185; - starty[5]=480-120-256; - endx[5]=185+256; - endy[5]=480-120; - movex[5]=-5; - movey[5]=0; - - startx[6]=400; - starty[6]=480-144-256; - endx[6]=400+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } + break; + case 7: { + if(oldmainmenu!=mainmenu){ + Menu::addButton(0,Account::getNbAccounts()<8?"New User":"No More Users",NULL,10,400,-1,-1); + Menu::addLabel(-2,"",20,400); + Menu::addButton(Account::getNbAccounts()+1,"Back",NULL,10,10,-1,-1); + for(int i=0;igetName(),NULL,10,340-20*(i+1),-1,-1); + } + if(entername){ + Menu::setButtonText(0,displaytext[0],20,400,-1,-1); + Menu::setButtonText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1); + } + } + break; + case 8: { + if(oldmainmenu!=mainmenu){ + Menu::addButton(0,"Easier",NULL,10,400,-1,-1); + Menu::addButton(1,"Difficult",NULL,10,360,-1,-1); + Menu::addButton(2,"Insane",NULL,10,320,-1,-1); + } + } + break; + case 9: { + if(oldmainmenu!=mainmenu){ + for(int i=0;igetHighScore(i)); + for(int j=strlen(temp);j<(32-17);j++) + strcat(temp," "); + name+=temp; + sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60)); + if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0"); + name+=temp; + sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60); + name+=temp; + + Menu::addButton(i,name,NULL,10,400-i*25,-1,-1,i>accountactive->getProgress()?0.5:1,0,0); + } + + Menu::addButton(-1," High Score Best Time",NULL,10,440,-1,-1); + Menu::addButton(numchallengelevels,"Back",NULL,10,10,-1,-1); + } + } + break; + case 10: { + if(oldmainmenu!=mainmenu){ + Menu::addLabel(0,"Congratulations!",220,330); + Menu::addLabel(1,"You have avenged your family and",140,300); + Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270); + Menu::addButton(3,"Back",NULL,10,10,-1,-1); + sprintf(menustring[4],"Your score: %d",(int)accountactive->getCampaignScore()); + sprintf(menustring[5],"Highest score: %d",(int)accountactive->getCampaignHighScore()); + Menu::addLabel(4,menustring[4],190,200); + Menu::addLabel(5,menustring[5],190,180); + } + } + break; + case 18: { + if(oldmainmenu!=mainmenu){ + Menu::addButton(0,"",NULL,70,400,-1,-1); + Menu::addButton(1,"",NULL,10,360,-1,-1); + Menu::addButton(2,"",NULL,40,320,-1,-1); + Menu::addButton(3,"Back",NULL,10,10,-1,-1); + } + sprintf(menustring[0], "Stereo mode: %s", StereoModeName(newstereomode)); + sprintf(menustring[1], "Stereo separation: %.3f", stereoseparation); + sprintf(menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); + Menu::setButtonText(0,menustring[0]); + Menu::setButtonText(1,menustring[1]); + Menu::setButtonText(2,menustring[2]); } - - selected=-1; - - if(mainmenu==1||mainmenu==2) - for(i=1;i<4;i++){ - if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)startx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) - for(i=0;i1)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=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; - } - } - - 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 - glEnable(GL_TEXTURE_2D); - if(nummenuitems>0) - { - for(j=0;j0) - { - 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==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17) - { - if(mainmenu!=5||j<6) - { - glColor4f(1,0,0,1); - if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,1); - if(mainmenu==9&&j>accountprogress[accountactive]&&jaccountprogress[accountactive]&&j0){ - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - if((mainmenu!=7||j!=0||!entername)&&(mainmenu!=13||j!=1)&&(mainmenu!=14||j!=1))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); - } - k=0; - for(l=0;l0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==9&&j>accountprogress[accountactive]&&jaccountprogress[accountactive]&&j6&&j=6+accountcampaignchoicesmade[accountactive]){ - linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2; - linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/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+accountcampaignchoicesmade[accountactive]){ - glColor4f(0.5,0,0,1); - startsize=.5; - endsize=.5; - } - if(j>=6+accountcampaignchoicesmade[accountactive]){ - glColor4f(1,0,0,1); - endsize=1; - startsize=.5; - } - - linestart+=fac*4*startsize; - lineend-=fac*4*endsize; - - if(!(j>7+accountcampaignchoicesmade[accountactive]+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=accountcampaignchoicesmade[accountactive])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-7accountcampaignchoicesmade[accountactive]+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 - - if(j-7>=accountcampaignchoicesmade[accountactive]){ - //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); - } - } - } - } - } - } - 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)); - /*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(); - 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) - { - 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)){ - tempmult=multiplier; - multiplier=0; - } - - - //glFlush(); - if(drawmode!=motionblurmode||mainmenu){ - #if !USE_SDL - // this prevents menus from rendering if you hit ESC during - // motion blur sequences...maybe SDL is buffering differently? - if(drawmode!=motionblurmode) - swap_gl_buffers(); - #else - swap_gl_buffers(); - #endif } - //myassert(glGetError() == GL_NO_ERROR); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - //glFlush(); - - weapons.DoStuff(); + oldmainmenu=mainmenu; + + selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight); + Menu::GUITick(this); + + 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); + + Menu::drawItems(this); + + //draw mouse cursor + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview 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(drawtoggle==2)drawtoggle=0; - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - //Jordan fixed your warning! - return 0; + //draw screen flash + if(flashamount>0) + { + 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); + } } -