X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=c3b087de033646d6b605735ed70ef03bb254fe71;hb=1a0ad4362ed618c1a25508530dfeeb4a0f6ef345;hp=0e153a9420bfd6c07be9c524e868c9dc27d6623f;hpb=c0a6dc9211fd7855250be34151a70ec4bceb5126;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 0e153a9..c3b087d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -175,6 +175,8 @@ extern float accountcampaigntime[10]; extern bool gamestarted; +extern bool showdamagebar; + extern OPENAL_SAMPLE *samp[100]; extern int channels[100]; extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused); @@ -1241,6 +1243,90 @@ int Game::DrawGLScene(StereoSide side) text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768); glColor4f(1,0,0,1); text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768); + if(showdamagebar) { + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(15,screenheight*17.5/20,0); + glScalef(screenwidth/3+20,screenheight/20,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0.0,0.4,0.0,0.7); + float bar=((float)player[0].damage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f(1,0,0.0f); + glVertex3f(1,1,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glEnd(); + glColor4f(0.1,0.0,0.0,1); + bar = ((float)player[0].bloodloss)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].damage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].permanentdamage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.4,0.0,0.0,0.7); + bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance; + glBegin(GL_QUADS); + glVertex3f(0,0,0.0f); + glVertex3f((bar<1?bar:1),0,0.0f); + glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f(0,1,0.0f); + glEnd(); + glColor4f(0.0,0.0,0.0,0.7); + glLineWidth(2.0); + glBegin(GL_LINE_STRIP); + glVertex3f(0,0,0.0f); + glVertex3f(1,0,0.0f); + glVertex3f(1,1,0.0f); + glVertex3f(0,1,0.0f); + glVertex3f(0,0,0.0f); + glEnd(); + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + glEnable(GL_TEXTURE_2D); + + // writing the numbers : + sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss)); + glColor4f(0,0,0,1); + text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768); + glColor4f(1,0,0,1); + text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768); + } } glColor4f(.5,.5,.5,1);