X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=a6ab119d200f9277b7db76344693dfaa5e94d679;hb=44a7a511006ac6ec094cab1ac87522ad72f5bc4d;hp=829a4ad8f3c121ea041fb2e0e974c2045de8d51b;hpb=8d7575ad3310c2ab6c4fba94be161954fed38559;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 829a4ad..a6ab119 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -23,10 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "openal_wrapper.h" #include "Input.h" #include "Awards.h" - -#include - -using namespace std; +#include "Menu.h" extern XYZ viewer; extern int environment; @@ -75,7 +72,6 @@ extern bool vertexweird[6]; extern bool velocityblur; extern bool debugmode; extern int mainmenu; -extern int oldmainmenu; extern int bloodtoggle; extern int difficulty; extern bool decals; @@ -93,7 +89,6 @@ extern float damagedealt; extern bool invertmouse; extern int numhotspots; -extern int winhotspot; extern int killhotspot; extern XYZ hotspot[40]; extern int hotspottype[40]; @@ -112,6 +107,15 @@ extern bool gamestarted; extern bool showdamagebar; + + +int drawtoggle = 0; +int numboundaries = 0; +XYZ boundary[360]; +int change = 0; + + + enum drawmodes { normalmode, motionblurmode, radialzoommode, realmotionblurmode, doublevisionmode, glowmode, @@ -124,9 +128,12 @@ void Game::flash() { // shouldn't be that way, these should be attributes and Pe flashamount=1; flashdelay=1; } + +void DrawMenu(); + /*********************> DrawGLScene() <*****/ int Game::DrawGLScene(StereoSide side) -{ +{ static float texcoordwidth,texcoordheight; static float texviewwidth, texviewheight; static int i,j,k,l; @@ -137,6 +144,7 @@ int Game::DrawGLScene(StereoSide side) static char string[256]=""; static char string2[256]=""; static char string3[256]=""; + static int drawmode = 0; if ( stereomode == stereoAnaglyph ) { switch(side) { @@ -172,7 +180,7 @@ int Game::DrawGLScene(StereoSide side) static int changed; changed=0; - olddrawmode=drawmode; + int olddrawmode=drawmode; if(ismotionblur&&!loading){ if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){ drawmode=motionblurmode; @@ -190,23 +198,29 @@ int Game::DrawGLScene(StereoSide side) 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; @@ -220,38 +234,35 @@ int Game::DrawGLScene(StereoSide side) } #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(abs(blurness-targetblurness)2){ - blurness=targetblurness; - targetblurness=(float)(abs(Random()%100))/40; - } - if(blurness2){ + blurness=targetblurness; + targetblurness=(float)(abs(Random()%100))/40; + } + if(blurnessdraw(); glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); glPopMatrix(); glTranslatef(-viewer.x,-viewer.y,-viewer.z); frustum.GetFrustum(); - //Make Shadow + //make shadow decals on terrain and objects static XYZ point; static float size,opacity,rotation; rotation=0; @@ -303,7 +329,7 @@ int Game::DrawGLScene(StereoSide side) if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y+player[k].scale*3,player[k].coords.z,player[k].scale*7)&&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=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=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,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_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer); - else playerdist=-100; + if(!cameramode&&musictype==stream_fighttheme) + playerdist=distsqflat(&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); @@ -454,11 +488,12 @@ int Game::DrawGLScene(StereoSide side) glDisable(GL_LIGHTING); glEnable(GL_BLEND); glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z); - glRotatef(hawkrotation,0,1,0); + glRotatef(hawkyaw,0,1,0); glTranslatef(25,0,0); - distance=findDistancefast(&viewer,&realhawkcoords)*1.2; + distance=distsq(&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); } @@ -473,21 +508,25 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z); - distance=findDistancefast(&viewer,&player[k].coords); + distance=distsq(&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=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].yaw,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(); } } } @@ -507,6 +546,7 @@ int Game::DrawGLScene(StereoSide side) Sprite::Draw(); + //waypoints, pathpoints in editor if(editorenabled){ glEnable(GL_BLEND); glDisable(GL_LIGHTING); @@ -549,9 +589,9 @@ int Game::DrawGLScene(StereoSide side) 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); + text->glPrint(10,30,string,0,.8,screenwidth,screenheight); if(!tutoriallevel) if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){ @@ -562,684 +602,681 @@ int Game::DrawGLScene(StereoSide side) bonus_name = "Excellent!"; // When does this happen? glColor4f(0,0,0,1-bonustime); - text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768); + text->glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768); glColor4f(1,0,0,1-bonustime); - text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768); + text->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); - text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768); + text->glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768); glColor4f(1,0,0,1-bonustime); - text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768); + text->glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768); glColor4f(.5,.5,.5,1); } - if(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(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(distsq(&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;jglPrintOutline(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 = 0; + int line = 0; + bool done = false; + 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)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); + + 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(editoryaw>=0)sprintf (string, "Object yaw: %f",editoryaw); + else sprintf (string, "Object yaw: Random"); + text->glPrint(10,90,string,0,.8,1024,768); + if(editorpitch>=0)sprintf (string, "Object pitch: %f",editorpitch); + else sprintf (string, "Object pitch: Random"); + 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){ @@ -1322,7 +1359,7 @@ int Game::DrawGLScene(StereoSide side) glDepthMask(1); } - if(flashamount>0&&damageeffects){ + if(flashamount>0&&damageeffects) { if(flashamount>1)flashamount=1; if(flashdelay<=0)flashamount-=multiplier; flashdelay--; @@ -1358,31 +1395,30 @@ int Game::DrawGLScene(StereoSide side) glDepthMask(1); } - if(!console){ + if(!console) { displaytime[0]=0; glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); if(chatting){ sprintf (string, " ]"); - text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight); + text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight); if(displayblink){ sprintf (string, "_"); - text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight); + 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;jglPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight); } } - } } - if(minimap&&indialogue==-1){ + if(difficulty<2&&indialogue==-1){ // minimap float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); @@ -1437,7 +1473,7 @@ int Game::DrawGLScene(StereoSide side) float tempdist; //~ int whichclosest; for(i=0;imaxdistance){ //~ whichclosest=i; maxdistance=tempdist; @@ -1445,7 +1481,7 @@ int Game::DrawGLScene(StereoSide side) } for(i=0;imaxdistance){ //~ whichclosest=i; maxdistance=tempdist; @@ -1460,17 +1496,17 @@ int Game::DrawGLScene(StereoSide side) glPushMatrix(); glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1); glPopMatrix(); - glRotatef(player[0].lookrotation*-1+180,0,0,1); + glRotatef(player[0].lookyaw*-1+180,0,0,1); glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0); for(i=0;itypesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist)); else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist)); @@ -1540,7 +1576,7 @@ int Game::DrawGLScene(StereoSide side) else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist)); else glColor4f(1,1,0,1); glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0); - glRotatef(player[i].rotation+180,0,0,1); + glRotatef(player[i].yaw+180,0,0,1); glScalef(.005,.005,.005); glBegin(GL_QUADS); glTexCoord2f(0,0); @@ -1611,7 +1647,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); sprintf (string, "Loading..."); - text.glPrint(1024/2-90,768/2,string,1,2,1024,768); + text->glPrint(1024/2-90,768/2,string,1,2,1024,768); } loading=2; //if(ismotionblur)drawmode=motionblurmode; @@ -1661,16 +1697,16 @@ int Game::DrawGLScene(StereoSide side) 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); + 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); + text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); if(campaign) sprintf (string, "Press Escape or Space to continue"); else sprintf (string, "Press Escape to return to menu or Space to continue"); - text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); + text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); char temp[255]; @@ -1680,14 +1716,14 @@ int Game::DrawGLScene(StereoSide side) 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); + text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); //Awards int awards[award_count]; int numawards = award_awards(awards); for (i = 0; i < numawards && i < 6; i++) - text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768); + text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768); } if(drawmode!=normalmode){ @@ -1731,7 +1767,7 @@ int Game::DrawGLScene(StereoSide side) } glClear(GL_DEPTH_BUFFER_BIT); - ReSizeGLScene(90,.1f); + Game::ReSizeGLScene(90,.1f); glViewport(0,0,screenwidth,screenheight); if(drawmode!=normalmode){ @@ -1945,20 +1981,19 @@ int Game::DrawGLScene(StereoSide side) if(consoleselected>=60) offset=consoleselected-60; sprintf (string, " ]"); - text.glPrint(10,30,string,0,1,1024,768); + 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); + text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); } - for(i=0;i<15;i++){ + for(i=0;i<15;i++) for(j=0;jglPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768); } } - } } } @@ -1998,89 +2033,16 @@ int Game::DrawGLScene(StereoSide side) return 0; } -vector 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; -} - -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(); - - if(!Mainmenuitems[7]) { - ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); - if(test.good()) { - LoadTextureData((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0); - } else { - LoadTextureData(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - } - } - - if(accountactive->getCampaignChoicesMade()==0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } -} - -void Game::DrawMenu() { +void DrawMenu() { // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. SDL_Delay(15); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - ReSizeGLScene(90,.1f); - - int temptexdetail; - temptexdetail=texdetail; - if(texdetail>2)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(mainmenu==2){ - //~ LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0); - //~ LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0); - //~ } - //~ } - if(oldmainmenu!=mainmenu){ - if(mainmenu==5){ - LoadCampaign(); - } - } - - texdetail=temptexdetail; - - oldmainmenu=mainmenu; + Game::ReSizeGLScene(90,.1f); + //draw menu background glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.001f); @@ -2105,448 +2067,35 @@ void Game::DrawMenu() { 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); + glVertex3f(-1,-1,0); + glVertex3f(+1,-1,0); + glVertex3f(+1,+1,0); + glVertex3f(-1,+1,0); 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); + Game::Mainmenuitems[4].bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1,-1,0); glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); + glVertex3f(+1,-1,0); glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); + glVertex3f(+1,+1,0); glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1,+1,0); glEnd(); - glPopMatrix(); glPopMatrix(); glPopMatrix(); glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - switch(mainmenu) { - case 1: - case 2:{ - nummenuitems=4; - startx[0]=150; - starty[0]=480-128; - endx[0]=150+256; - endy[0]=480; - - startx[1]=18; - starty[1]=480-152-32; - endx[1]=18+128; - endy[1]=480-152; - - startx[2]=18; - starty[2]=480-228-32; - endx[2]=2+128; - endy[2]=480-228; - - if(mainmenu==1){ - startx[3]=18; - starty[3]=480-306-32; - endx[3]=22+64; - endy[3]=480-306; - } - - if(mainmenu==2){ - startx[3]=18; - starty[3]=480-306-32; - endx[3]=22+128; - endy[3]=480-306; - } - - } - break; - case 3: { - nummenuitems=14; - if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight); - else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight); - startx[0]=10+20; - starty[0]=440; - - 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; - - 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; - - 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; - - 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; - - if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)"); - if(decals==0)sprintf (menustring[5], "Decals: Disabled"); - startx[5]=10+60; - starty[5]=300; - - if(musictoggle==1)sprintf (menustring[6], "Music: Enabled"); - if(musictoggle==0)sprintf (menustring[6], "Music: Disabled"); - startx[6]=10+70; - starty[6]=265; - - if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes"); - if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No"); - startx[9]=10; - starty[9]=230; - - sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5)); - startx[10]=20; - starty[10]=195; - - sprintf (menustring[11], "Volume: %d%%", (int)(volume*100)); - startx[11]=10+60; - starty[11]=160; - - sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off")); - startx[13]=30; - starty[13]=125; - - sprintf (menustring[7], "-Configure Controls-"); - startx[7]=10+15; - starty[7]=90; - - sprintf (menustring[12], "-Configure Stereo -"); - startx[12]=10+15; - starty[12]=55; - - 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; - starty[8]=10; - } - break; - case 4: { - nummenuitems=10; - if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey)); - else sprintf (menustring[0], "Forwards: _"); - startx[0]=10; - starty[0]=400; - - if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey)); - else sprintf (menustring[1], "Back: _"); - startx[1]=10+40; - starty[1]=360; - - if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey)); - else sprintf (menustring[2], "Left: _"); - startx[2]=10+40; - starty[2]=320; - - if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey)); - else sprintf (menustring[3], "Right: _"); - startx[3]=10+30; - starty[3]=280; - - if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey)); - else sprintf (menustring[4], "Crouch: _"); - startx[4]=10+20; - starty[4]=240; - - if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey)); - else sprintf (menustring[5], "Jump: _"); - startx[5]=10+40; - starty[5]=200; - - if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey)); - else sprintf (menustring[6], "Draw: _"); - startx[6]=10+40; - starty[6]=160; - - if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey)); - else sprintf (menustring[7], "Throw: _"); - startx[7]=10+30; - starty[7]=120; - - if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey)); - else sprintf (menustring[8], "Attack: _"); - startx[8]=10+20; - starty[8]=80; - - sprintf (menustring[9], "Back"); - startx[9]=10; - starty[9]=10; - } - break; - case 5: { - nummenuitems=NB_CAMPAIGN_MENU_ITEM; - - sprintf (menustring[0], "%s",accountactive->getName()); - startx[0]=5; - starty[0]=400; - - sprintf (menustring[1], "Tutorial"); - startx[1]=5; - starty[1]=300; - - sprintf (menustring[2], "Challenge"); - startx[2]=5; - starty[2]=240; - - sprintf (menustring[3], "Delete User"); - startx[3]=400; - starty[3]=10; - - sprintf (menustring[4], "Main Menu"); - startx[4]=5; - starty[4]=10; - - sprintf (menustring[5], "Change User"); - startx[5]=5; - starty[5]=180; - - sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str()); - startx[6]=200; - starty[6]=420; - } - break; - case 6: { - nummenuitems=3; - - sprintf (menustring[0], "Are you sure you want to delete this user?"); - startx[0]=10; - starty[0]=400; - - sprintf (menustring[1], "Yes"); - startx[1]=10; - starty[1]=360; - - sprintf (menustring[2], "No"); - startx[2]=10; - starty[2]=320; - - sprintf (menustring[3], "Extra 4"); - startx[3]=10; - starty[3]=280; - - sprintf (menustring[4], "Extra 5"); - startx[4]=10; - starty[4]=240; - - sprintf (menustring[5], "Back"); - startx[5]=10; - starty[5]=10; - } - break; - case 7: { - nummenuitems=Account::getNbAccounts()+2; - - int num; - - if(Account::getNbAccounts()<8) - sprintf (menustring[0], "New User"); - else - sprintf (menustring[0], "No More Users"); - startx[0]=10; - starty[0]=400; - - if(entername) - startx[0]+=10; - - num=1; - for(int i=0;igetName()); - startx[num]=10; - starty[num]=360-20-20*num; - - num++; - } - - sprintf (menustring[num], "Back"); - startx[num]=10; - starty[num]=10; - } - break; - case 8: { - nummenuitems=3; - - sprintf (menustring[0], "Easier"); - startx[0]=10; - starty[0]=400; - - sprintf (menustring[1], "Difficult"); - startx[1]=10; - starty[1]=360; - - sprintf (menustring[2], "Insane"); - startx[2]=10; - starty[2]=320; - } - break; - case 9: { - nummenuitems=2+numchallengelevels; - char temp[255]; - - 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; - - sprintf(menustring[i],"%s",name.c_str()); - - startx[i]=10; - starty[i]=400-i*25; - } - - sprintf (menustring[numchallengelevels], "Back"); - startx[numchallengelevels]=10; - starty[numchallengelevels]=10; - - sprintf (menustring[numchallengelevels+1], " High Score Best Time"); - startx[numchallengelevels+1]=10; - starty[numchallengelevels+1]=440; - - //numchallengelevels=tempncl; - - } - break; - case 10: { - nummenuitems=6; - char temp[255]; - - sprintf (menustring[0], "Congratulations!"); - startx[0]=220; - starty[0]=330; - - sprintf (menustring[1], "You have avenged your family and"); - startx[1]=140; - starty[1]=300; - - sprintf (menustring[2], "restored peace to the island of Lugaru."); - startx[2]=110; - starty[2]=270; - - sprintf (menustring[3], "Back"); - startx[3]=10; - starty[3]=10; - - for(int i=0;i<255;i++) - menustring[4][i]='\0'; - sprintf (temp, "Your score:"); - strcpy(menustring[4],temp); - for(int i=0;i<20;i++) - if(menustring[4][i]=='\0') - menustring[4][i]=' '; - menustring[4][20]='\0'; - sprintf (temp, "%d",(int)accountactive->getCampaignScore()); - strcat(menustring[4],temp); - startx[4]=190; - starty[4]=200; - for(int i=0;i<255;i++) - menustring[5][i]='\0'; - sprintf (temp, "Highest score:"); - strcpy(menustring[5],temp); - for(int i=0;i<20;i++) - if(menustring[5][i]=='\0')menustring[5][i]=' '; - menustring[5][20]='\0'; - sprintf (temp, "%d",(int)accountactive->getCampaignHighScore()); - strcat(menustring[5],temp); - startx[5]=190; - starty[5]=180; - } - break; - case 18: { - nummenuitems=4; - sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode)); - startx[0]=70; - starty[0]=400; - - sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation); - startx[1]=10; - starty[1]=360; - - sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); - startx[2]=40; - starty[2]=320; - - sprintf (menustring[3], "Back"); - startx[3]=10; - starty[3]=10; - } - } - if(mainmenu!=1 && mainmenu!=2) { - for(int i=0;istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) selected=i; - } - } - int numlevelsonmap; - if(mainmenu == 5) { - numlevelsonmap = accountactive->getCampaignChoicesMade()+(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel.size():1); - for (int i=0;icampaignlevels[i].getStartX()&& - (mousecoordh/screenwidth*640)campaignlevels[i].getStartY()&& - 480-(mousecoordv/screenheight*480)1) selectedlong[i]=1; - } else { - selectedlong[i]-=multiplier*5; - if(selectedlong[i]<0) selectedlong[i]=0; - } - } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix @@ -2556,291 +2105,10 @@ void Game::DrawMenu() { glPushMatrix(); // Store The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix glEnable(GL_TEXTURE_2D); - for(int 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, starty[j]-((float)i)*1/2, 0.0f); - glTexCoord2f(1,0); - glVertex3f(endx[j]+((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f); - glTexCoord2f(1,1); - glVertex3f(endx[j]+((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f); - glTexCoord2f(0,1); - glVertex3f(startx[j]-((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f); - glEnd(); - glPopMatrix(); - } - } - } - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18) - { - glColor4f(1,0,0,1); - if( (mainmenu==9) && j>accountactive->getProgress() && (j0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==9&&j>accountactive->getProgress()&&jgetCampaignChoicesMade()){ - glColor4f(0.5,0,0,1); - endsize=.5; - } else { - glColor4f(1,0,0,1); - endsize=1; - } - startsize=.5; - - linestart+=fac*4*startsize; - lineend-=fac*4*endsize; - - 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); - } - - 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 ); - XYZ midpoint; - float itemsize; - itemsize=campaignlevels[i].getWidth()/2; - midpoint=campaignlevels[i].getCenter(); - if(i < accountactive->getCampaignChoicesMade()) { - glColor4f(0.5,0,0,1); - itemsize*=.5; - } else { - glColor4f(1,0,0,1); - } - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - for(int j=0;j<10;j++) - { - if(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i])>0) - { - glColor4f(1,0,0,(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i]))*.25); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f); - glEnd(); - glPopMatrix(); - } - } - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + Menu::drawItems(); - if(i>=accountactive->getCampaignChoicesMade()){ - text.glPrintOutlined(0.9,0,0,campaignlevels[i].getStartX()+10, - campaignlevels[i].getStartY()-4, - campaignlevels[i].description.c_str(),0,0.6,640,480); - glDisable(GL_DEPTH_TEST); - } - } - + //draw mouse cursor glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix @@ -2863,14 +2131,14 @@ void Game::DrawMenu() { 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 + if(!Game::waiting) { // hide the cursor while waiting for a key glPushMatrix(); - glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); + glTranslatef(Game::mousecoordh-screenwidth/2,Game::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); + Game::cursortexture.bind(); glPushMatrix(); //glScalef(.25,.25,.25); glBegin(GL_QUADS); @@ -2891,41 +2159,42 @@ void Game::DrawMenu() { 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); - } + //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); + } }