X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=d8cf5bcec0119eab9a4440c5bf65d11a184e0ba6;hb=cc92cb7b7f9b87cb791c504bf930d622d74db368;hp=43e2f431860dd250afaef0384ee7e34d8cea6080;hpb=bb61e3fc1a36858b603d3a3fc2058f7c63f081c5;p=lugaru.git
diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp
index 43e2f43..d8cf5bc 100644
--- a/Source/GameDraw.cpp
+++ b/Source/GameDraw.cpp
@@ -1,51 +1,45 @@
/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see .
*/
#include "Game.h"
#include "openal_wrapper.h"
#include "Input.h"
#include "Awards.h"
-
-#include
-
-using namespace std;
+#include "Menu.h"
+#include "Dialog.h"
extern XYZ viewer;
extern int environment;
extern float texscale;
extern Light light;
extern Terrain terrain;
-//extern Sprites sprites;
extern float multiplier;
-extern float sps;
extern float viewdistance;
extern float fadestart;
-extern float screenwidth,screenheight;
+extern float screenwidth, screenheight;
extern int kTextureSize;
extern FRUSTUM frustum;
extern Light light;
extern Objects objects;
extern int detail;
extern float usermousesensitivity;
-extern bool osx;
extern float camerashake;
extern int slomo;
extern float slomodelay;
@@ -60,27 +54,18 @@ extern float targetblurness;
extern float playerdist;
extern bool cellophane;
extern bool freeze;
-extern float flashamount,flashr,flashg,flashb;
+extern float flashamount, flashr, flashg, flashb;
extern int flashdelay;
extern int netstate;
extern float motionbluramount;
extern bool isclient;
extern bool alwaysblur;
-extern int test;
-extern bool tilt2weird;
-extern bool tiltweird;
-extern bool midweird;
-extern bool proportionweird;
-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;
-// MODIFIED GWC
-//extern int texdetail;
extern float texdetail;
extern bool musictoggle;
extern int tutoriallevel;
@@ -98,2812 +83,2032 @@ extern XYZ hotspot[40];
extern int hotspottype[40];
extern float hotspotsize[40];
extern char hotspottext[40][256];
-extern int currenthotspot;;
+extern int currenthotspot;
extern bool campaign;
extern bool winfreeze;
-extern float menupulse;
-
extern bool gamestart;
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,
+ normalmode, motionblurmode, radialzoommode,
+ realmotionblurmode, doublevisionmode, glowmode,
};
-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;
-}
-/*********************> DrawGLScene() <*****/
-int Game::DrawGLScene(StereoSide side)
-{
- static float texcoordwidth,texcoordheight;
- static float texviewwidth, texviewheight;
- static int i,j,k,l;
- static GLubyte color;
- static XYZ checkpoint;
- static float tempmult;
- float tutorialopac;
- static char string[256]="";
- static char string2[256]="";
- static char string3[256]="";
-
- 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;
- multiplier=0;
- }
-
- if(!mainmenu){
- if(editorenabled){
- numboundaries=mapradius*2;
- if(numboundaries>360)numboundaries=360;
- for(i=0;i200)&&velocityblur&&!cameramode){
- drawmode=motionblurmode;
- motionbluramount=200/(findLengthfast(&player[0].velocity));
- changed=1;
- }
- if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){
- drawmode=doublevisionmode;
- changed=1;
- }
- }
-
- if(slomo&&!loading){
- if(ismotionblur)
- drawmode=motionblurmode;
- motionbluramount=.2;
- slomodelay-=multiplier;
- 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;
- drawmode=realmotionblurmode;
- }
- 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(winfreeze||mainmenu)drawmode=normalmode;
-
-#if PLATFORM_MACOSX
- if(drawmode==glowmode){
- RGBColor color2;
- color2.red=0;
- color2.green=0;
- color2.blue=0;
- DSpContext_FadeGamma(NULL,200,&color2);
- }
-#endif
-
- if(drawtoggle!=2)drawtoggle=1-drawtoggle;
-
- if(!texcoordwidth){
-
- texviewwidth=kTextureSize;
- if(texviewwidth>screenwidth)texviewwidth=screenwidth;
- texviewheight=kTextureSize;
- if(texviewheight>screenheight)texviewheight=screenheight;
-
- texcoordwidth=screenwidth/kTextureSize;
- texcoordheight=screenheight/kTextureSize;
- 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(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=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(i!=-1){
- player[k].occluded+=1;
- player[k].lastoccluded=i;
- }
- 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;
- glPushMatrix();
- glCullFace(GL_BACK);
- glEnable(GL_TEXTURE_2D);
- objects.Draw();
- glPopMatrix();
-
- 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);
- glDepthMask(1);
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
- glRotatef(hawkrotation,0,1,0);
- 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>0)
- hawk.drawdifftex(hawktexture);
- }
- glPopMatrix();
-
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(k=0;k=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(i!=-1){
- player[k].occluded+=1;
- player[k].lastoccluded=i;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
- }
- }
- }
-
- glPushMatrix();
- glEnable(GL_TEXTURE_2D);
- weapons.Draw();
- glPopMatrix();
- glCullFace(GL_BACK);
-
- glDisable(GL_COLOR_MATERIAL);
-
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
-
- glDepthMask(0);
-
- Sprite::Draw();
-
- if(editorenabled){
- glEnable(GL_BLEND);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_COLOR_MATERIAL);
- glColor4f(1,1,0,1);
-
- for(k=0;k1){
- glBegin(GL_LINE_LOOP);
- for(i=0;i1){
- glColor4f(0,1,0,1);
- for(k=0;k0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
- 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(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);
-
- 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);
- 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);
- 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(drawmode==glowmode){
- 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(0,0,0,.5);
- 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((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
- 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);
- if(player[0].dead)blackout+=multiplier*3;
- if(player[0].dead==1)blackout=.4f;
- if(player[0].dead==2&&blackout>.6)blackout=.6;
- glColor4f(0,0,0,blackout);
- if(!player[0].dead){
- if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
- glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
- blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
- }
- else {
- glColor4f(0,0,0,player[0].blooddimamount*.3);
- blackout=player[0].blooddimamount*.3;
- }
- }
- if(console)glColor4f(.7,0,0,.2);
- 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(flashamount>0&&damageeffects) {
- 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);
- 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(!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);
- if(displayblink){
- sprintf (string, "_");
- text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
- }
- }
- for(i=0;i<15;i++) {
- if((i!=0||chatting)&&displaytime[i]<4)
- for(j=0;jmaxdistance){
- //~ whichclosest=i;
- maxdistance=tempdist;
- }
- }
- for(i=0;imaxdistance){
- //~ whichclosest=i;
- maxdistance=tempdist;
- }
- }
- }
- radius=fast_sqrt(maxdistance);
-
- radius=110;
-
- 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);
- 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);
- 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));
- else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
- 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);
- glScalef(.005,.005,.005);
- 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();
- 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);
- }
-
- if(loading&&!stealthloading&&(!campaign||player[0].dead)){
- 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(0,0,0,.7);
- 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);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
-
- //Minimap
-
- if(loading!=4){
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- sprintf (string, "Loading...");
- text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
- }
- loading=2;
- //if(ismotionblur)drawmode=motionblurmode;
- drawmode=normalmode;
- }
-
- if(winfreeze&&!campaign){
- 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(0,0,0,.4);
- 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);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
-
- //Win Screen Won Victory
-
- 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 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];
-
- 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);
-
- //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);
- }
-
- if(drawmode!=normalmode){
- glEnable(GL_TEXTURE_2D);
- glFinish();
- if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
- if(screentexture){
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
- glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
- //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
-
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
- }
- }
- if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
- if(screentexture2){
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
- }
- if(!screentexture2){
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- glGenTextures( 1, &screentexture2 );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
- }
- }
- //glFlush();
- }
-
- glClear(GL_DEPTH_BUFFER_BIT);
- ReSizeGLScene(90,.1f);
- glViewport(0,0,screenwidth,screenheight);
-
- if(drawmode!=normalmode){
- glDisable(GL_DEPTH_TEST);
- if(drawmode==motionblurmode){
- glDrawBuffer(GL_FRONT);
- glReadBuffer(GL_BACK);
- }
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- 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)screenheight/2,1);
- glTranslatef(1,1,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- if(drawmode==motionblurmode){
- if(motionbluramount<.2)motionbluramount=.2;
- //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
- glColor4f(1,1,1,motionbluramount);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- if(drawmode==realmotionblurmode){
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glColor4f(1,1,1,.5);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glColor4f(1,1,1,.5);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- if(drawmode==doublevisionmode){
- static float crosseyedness;
- crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
- if(crosseyedness>1)crosseyedness=1;
- if(crosseyedness<0)crosseyedness=0;
- glColor4f(1,1,1,1);
- glDisable(GL_BLEND);
- glPushMatrix();
- glScalef(1,1,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- if(crosseyedness){
- glColor4f(1,1,1,.5);
- glEnable(GL_BLEND);
- glPushMatrix();
- glTranslatef(.015*crosseyedness,0,0);
- glScalef(1,1,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- if(drawmode==glowmode){
- glColor4f(.5,.5,.5,.5);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glPushMatrix();
- glTranslatef(.01,0,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(-.01,0,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(.0,.01,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0,-.01,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- if(drawmode==radialzoommode){
- for(i=0;i<3;i++){
- //glRotatef((float)i*.1,0,0,1);
- glColor4f(1,1,1,1/((float)i+1));
- glPushMatrix();
- glScalef(1+(float)i*.01,1+(float)i*.01,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- 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);
- }
-
- if(console){
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- int offset = 0;
- if(consoleselected>=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 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 DrawMenu();
-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();
-
- 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);
- }
-
- if(accountactive->getCampaignChoicesMade()==0) {
- accountactive->setCampaignScore(0);
- accountactive->resetFasttime();
- }
+/*********************> DrawGLScene() <*****/
+int Game::DrawGLScene(StereoSide side)
+{
+ static float texcoordwidth, texcoordheight;
+ static float texviewwidth, texviewheight;
+ static int l;
+ static XYZ checkpoint;
+ static float tempmult;
+ float tutorialopac;
+ static char string[256] = "";
+ static char string2[256] = "";
+ static char string3[256] = "";
+ static int drawmode = 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;
+ default:
+ 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;
+ multiplier = 0;
+ }
+
+ if (!mainmenu) {
+ if (editorenabled) {
+ numboundaries = mapradius * 2;
+ if (numboundaries > 360)
+ numboundaries = 360;
+ for (int i = 0; i < numboundaries; i++) {
+ boundary[i] = 0;
+ boundary[i].z = 1;
+ boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
+ }
+ }
+
+ SetUpLighting();
+
+ static int changed;
+ changed = 0;
+
+ int olddrawmode = drawmode;
+ if (ismotionblur && !loading) {
+ if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
+ drawmode = motionblurmode;
+ motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
+ changed = 1;
+ }
+ if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
+ drawmode = doublevisionmode;
+ changed = 1;
+ }
+ }
+
+ if (slomo && !loading) {
+ if (ismotionblur)
+ drawmode = motionblurmode;
+ motionbluramount = .2;
+ slomodelay -= multiplier;
+ 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;
+ drawmode = realmotionblurmode;
+ } 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 (winfreeze || mainmenu)
+ drawmode = normalmode;
+
+ if (drawtoggle != 2)
+ drawtoggle = 1 - drawtoggle;
+
+ if (!texcoordwidth) {
+ texviewwidth = kTextureSize;
+ if (texviewwidth > screenwidth)
+ texviewwidth = screenwidth;
+ texviewheight = kTextureSize;
+ if (texviewheight > screenheight)
+ texviewheight = screenheight;
+
+ texcoordwidth = screenwidth / kTextureSize;
+ texcoordheight = screenheight / kTextureSize;
+ if (texcoordwidth > 1)
+ texcoordwidth = 1;
+ if (texcoordheight > 1)
+ texcoordheight = 1;
+ }
+
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+
+ static XYZ terrainlight;
+ static float distance;
+ if (drawmode == normalmode)
+ Game::ReSizeGLScene(90, .1f);
+ if (drawmode != normalmode)
+ glViewport(0, 0, texviewwidth, texviewheight);
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(1);
+ glAlphaFunc(GL_GREATER, 0.0001f);
+ glEnable(GL_ALPHA_TEST);
+ glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ 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(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
+ glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
+ }
+ if (cameramode || freeze || winfreeze) {
+ glRotatef(pitch, 1, 0, 0);
+ glRotatef(yaw, 0, 1, 0);
+ }
+
+ if (environment == desertenvironment) {
+ glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
+ glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
+ }
+ SetUpLight(&light, 0);
+ glPushMatrix();
+
+ //heat blur effect in desert
+ if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
+ blurness = targetblurness;
+ targetblurness = (float)(abs(Random() % 100)) / 40;
+ }
+ if (blurness < targetblurness)
+ blurness += multiplier * 5;
+ else
+ blurness -= multiplier * 5;
+
+ if (environment == desertenvironment && detail == 2)
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
+ if (environment == desertenvironment) {
+ glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
+ glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
+ }
+ skybox->draw();
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+ glPopMatrix();
+ glTranslatef(-viewer.x, -viewer.y, -viewer.z);
+ frustum.GetFrustum();
+
+ //make shadow decals on terrain and objects
+ static XYZ point;
+ static float size, opacity, rotation;
+ rotation = 0;
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ size = .4f;
+ opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ }
+ terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ size = .4f;
+ opacity = .4f;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i);
+ }
+ objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ }
+ }
+ }
+ }
+ if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
+ for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
+ if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
+ if (Person::players[k]->skeleton.free)
+ point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
+ else
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ size = .4f;
+ opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
+ }
+ terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+ if (Person::players[k]->skeleton.free)
+ point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ else
+ point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ size = .4f;
+ opacity = .4f;
+ if (k != 0 && tutoriallevel == 1) {
+ opacity = .2 + .2 * sin(smoketex * 6 + i);
+ }
+ objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ }
+ }
+ }
+ }
+
+ if (!Person::players[k]->playerdetail)
+ if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
+ point = Person::players[k]->coords;
+ size = .7;
+ opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
+ terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
+ for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+ int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+ size = .7;
+ opacity = .4f;
+ objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+ }
+ }
+ }
+
+ //Terrain
+ glEnable(GL_TEXTURE_2D);
+ glDepthMask(1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ terraintexture.bind();
+ terrain.draw(0);
+ terraintexture2.bind();
+ terrain.draw(1);
+
+ terrain.drawdecals();
+
+ //Model
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glDepthMask(1);
+
+ glEnable(GL_COLOR_MATERIAL);
+
+ if (!cellophane) {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ glDepthMask(1);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (k == 0 || tutoriallevel != 1) {
+ glEnable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ distance = distsq(&viewer, &Person::players[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 >= .5) {
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ checkpoint.y += 1;
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1)
+ i = checkcollide(viewer, checkpoint);
+ if (i != -1) {
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
+ } else {
+ Person::players[k]->occluded = 0;
+ }
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
+ }
+ }
+ }
+ }
+
+ if (!cameramode && musictype == stream_fighttheme)
+ playerdist = distsqflat(&Person::players[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);
+ glDepthMask(1);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
+ glRotatef(hawkyaw, 0, 1, 0);
+ glTranslatef(25, 0, 0);
+ 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 > 0)
+ hawk.drawdifftex(hawktexture);
+ }
+ glPopMatrix();
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ glDepthMask(1);
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (!(k == 0 || tutoriallevel != 1)) {
+ glEnable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
+ distance = distsq(&viewer, &Person::players[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 >= .5) {
+ checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+ checkpoint.y += 1;
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
+ i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+ if (i == -1)
+ i = checkcollide(viewer, checkpoint);
+ if (i != -1) {
+ Person::players[k]->occluded += 1;
+ Person::players[k]->lastoccluded = i;
+ } else {
+ Person::players[k]->occluded = 0;
+ }
+ if (Person::players[k]->occluded < 25)
+ Person::players[k]->DrawSkeleton();
+ }
+ }
+ }
+
+ glPushMatrix();
+ glEnable(GL_TEXTURE_2D);
+ weapons.Draw();
+ glPopMatrix();
+ glCullFace(GL_BACK);
+
+ glDisable(GL_COLOR_MATERIAL);
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+
+ glDepthMask(0);
+
+ Sprite::Draw();
+
+ //waypoints, pathpoints in editor
+ if (editorenabled) {
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_COLOR_MATERIAL);
+ glColor4f(1, 1, 0, 1);
+
+ for (unsigned k = 0; k < Person::players.size(); k++) {
+ if (Person::players[k]->numwaypoints > 1) {
+ glBegin(GL_LINE_LOOP);
+ for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
+ glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
+ }
+ glEnd();
+ }
+ }
+
+
+ if (numpathpoints > 1) {
+ glColor4f(0, 1, 0, 1);
+ for (unsigned k = 0; int(k) < numpathpoints; k++) {
+ if (numpathpointconnect[k]) {
+ for (int i = 0; i < numpathpointconnect[k]; i++) {
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
+ glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
+ glEnd();
+ }
+ }
+ }
+ glColor4f(1, 1, 1, 1);
+ glPointSize(4);
+ glBegin(GL_POINTS);
+ glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
+ glEnd();
+ }
+ }
+
+ //Text
+
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(.5, .5, .5, 1);
+ if (!console) {
+ if (!tutoriallevel)
+ if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
+ 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(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);
+
+ 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);
+ 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);
+ 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.");
+ 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.");
+ 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) {
+ float closestdist = -1;
+ float distance = 0;
+ int closest = currenthotspot;
+ for (int i = 0; i < numhotspots; i++) {
+ distance = distsq(&Person::players[0]->coords, &hotspot[i]);
+ if (closestdist == -1 || distance < closestdist) {
+ if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
+ closestdist = distance;
+ closest = i;
+ }
+ }
+ }
+ if (closest != -1) {
+ currenthotspot = closest;
+ if (hotspottype[closest] <= 10) {
+ if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
+ tutorialstagetime = 0;
+ tutorialmaxtime = 1;
+ tutorialopac = tutorialmaxtime - tutorialstagetime;
+ if (tutorialopac > 1)
+ tutorialopac = 1;
+ if (tutorialopac < 0)
+ tutorialopac = 0;
+
+ sprintf (string, "%s", hotspottext[closest]);
+
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
+ int 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) && (Dialog::dialogs[hotspottype[closest] - 20].gonethrough == 0)) {
+ Dialog::whichdialogue = hotspottype[closest] - 20;
+ Dialog::currentDialog().play();
+ Dialog::currentDialog().gonethrough++;
+ }
+ }
+ }
+
+ if (Dialog::inDialog() && !mainmenu) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ if (Dialog::currentScene().location == 1)
+ glTranslatef(0, screenheight * 3 / 4, 0);
+ glScalef(screenwidth, screenheight / 4, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7);
+ glBegin(GL_QUADS);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(1, 0, 0.0f);
+ glVertex3f(1, 1, 0.0f);
+ glVertex3f(0, 1, 0.0f);
+ glEnd();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ tutorialopac = 1;
+
+ float startx;
+ float starty;
+
+ startx = screenwidth * 1 / 5;
+ if (Dialog::currentScene().location == 1)
+ starty = screenheight / 16 + screenheight * 4 / 5;
+ if (Dialog::currentScene().location == 2)
+ starty = screenheight * 1 / 5 - screenheight / 16;
+
+ char tempname[264];
+ int tempnum = 0;
+ for (int i = 0; i < 264; i++) {
+ tempname[i] = '\0';
+ }
+
+ for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
+ tempname[tempnum] = Dialog::currentScene().name[i];
+ if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
+ tempname[tempnum] = '\0';
+ else
+ tempnum++;
+ }
+
+ sprintf (string, "%s: ", tempname);
+
+ if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[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 (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
+ tempname[tempnum] = Dialog::currentScene().text[i];
+ if (Dialog::currentScene().text[i] != '#')
+ tempnum++;
+ }
+
+ sprintf (string, "%s", tempname);
+
+ int lastline = 0;
+ int line = 0;
+ bool done = false;
+ int i = 0;
+ while (!done) {
+ if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
+ if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[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 && !Dialog::inDialog() && !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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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)Person::players[0]->damage) / Person::players[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)Person::players[0]->bloodloss) / Person::players[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)Person::players[0]->damage) / Person::players[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)Person::players[0]->permanentdamage) / Person::players[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)Person::players[0]->superpermanentdamage) / Person::players[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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ glEnable(GL_TEXTURE_2D);
+
+ // writing the numbers :
+ sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[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: %lu", Person::players.size());
+ text->glPrint(10, 155, string, 0, .8, 1024, 768);
+ sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->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) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .5);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if (Person::players[0]->dead)
+ blackout += multiplier * 3;
+ if (Person::players[0]->dead == 1)
+ blackout = .4f;
+ if (Person::players[0]->dead == 2 && blackout > .6)
+ blackout = .6;
+ glColor4f(0, 0, 0, blackout);
+ if (!Person::players[0]->dead) {
+ if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
+ blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
+ } else {
+ glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
+ blackout = Person::players[0]->blooddimamount * .3;
+ }
+ }
+ if (console)
+ glColor4f(.7, 0, 0, .2);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (flashamount > 0 && damageeffects) {
+ if (flashamount > 1)
+ flashamount = 1;
+ if (flashdelay <= 0)
+ flashamount -= multiplier;
+ flashdelay--;
+ if (flashamount < 0)
+ flashamount = 0;
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (!console) {
+ displaytime[0] = 0;
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ for (unsigned i = 1; i < 15; i++)
+ if (displaytime[i] < 4)
+ for (unsigned j = 0; j < displaytext[i].size(); j++) {
+ glColor4f(1, 1, 1, 4 - displaytime[i]);
+ sprintf (string, "%c", displaytext[i][j]);
+ text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
+ }
+ }
+
+ if (difficulty < 2 && !Dialog::inDialog()) { // minimap
+ float mapviewdist = 20000;
+
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
+ glTranslatef(1.75, .25, 0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glPushMatrix();
+ float opac = .7;
+ XYZ center;
+ float radius;
+ float distcheck;
+
+ center = Person::players[0]->coords;
+
+ radius = 110;
+
+ 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);
+ glPopMatrix();
+ glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
+ glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
+ for (int i = 0; i < objects.numobjects; i++) {
+ if (objects.type[i] == treetrunktype) {
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ if (distcheck < mapviewdist) {
+ Mapcircletexture.bind();
+ glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
+ glPushMatrix();
+ glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(objects.yaw[i], 0, 0, 1);
+ glScalef(.003, .003, .003);
+ 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();
+ }
+ }
+ if (objects.type[i] == boxtype) {
+ distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+ if (distcheck < mapviewdist) {
+ Mapboxtexture.bind();
+ glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
+ glPushMatrix();
+ glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(objects.yaw[i], 0, 0, 1);
+ glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+ 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();
+ }
+ }
+ }
+ if (editorenabled) {
+ Mapcircletexture.bind();
+ for (int i = 0; i < numboundaries; i++) {
+ glColor4f(0, 0, 0, opac / 3);
+ glPushMatrix();
+ glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
+ glScalef(.002, .002, .002);
+ 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();
+ }
+ }
+ for (unsigned i = 0; i < Person::players.size(); i++) {
+ distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
+ if (distcheck < mapviewdist) {
+ glPushMatrix();
+ Maparrowtexture.bind();
+ if (i == 0)
+ glColor4f(1, 1, 1, opac);
+ else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
+ glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->dead)
+ glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->aitype == attacktypecutoff)
+ glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
+ else if (Person::players[i]->aitype == passivetype)
+ glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
+ else
+ glColor4f(1, 1, 0, 1);
+ glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
+ glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
+ glScalef(.005, .005, .005);
+ 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();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .7);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ //logo
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+
+ //Minimap
+
+ if (loading != 4) {
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ sprintf (string, "Loading...");
+ text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
+ }
+ loading = 2;
+ drawmode = normalmode;
+ }
+
+ if (winfreeze && !campaign) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, .4);
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ //logo
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+
+ //Win Screen Won Victory
+
+ 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 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];
+
+ for (int 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);
+
+ //Awards
+ int awards[award_count];
+ int numawards = award_awards(awards);
+
+ for (int 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);
+ }
+
+ if (drawmode != normalmode) {
+ glEnable(GL_TEXTURE_2D);
+ glFinish();
+ if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
+ if (screentexture) {
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
+
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
+ }
+ }
+ if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
+ if (screentexture2) {
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
+ }
+ if (!screentexture2) {
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+
+ glGenTextures( 1, &screentexture2 );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
+ }
+ }
+ }
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ Game::ReSizeGLScene(90, .1f);
+ glViewport(0, 0, screenwidth, screenheight);
+
+ if (drawmode != normalmode) {
+ glDisable(GL_DEPTH_TEST);
+ if (drawmode == motionblurmode) {
+ glDrawBuffer(GL_FRONT);
+ glReadBuffer(GL_BACK);
+ }
+ glColor3f (1.0, 1.0, 1.0); // no coloring
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
+ glTranslatef(1, 1, 0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if (drawmode == motionblurmode) {
+ if (motionbluramount < .2)
+ motionbluramount = .2;
+ glColor4f(1, 1, 1, motionbluramount);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ if (drawmode == realmotionblurmode) {
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBindTexture( GL_TEXTURE_2D, screentexture);
+ glColor4f(1, 1, 1, .5);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glBindTexture( GL_TEXTURE_2D, screentexture2);
+ glColor4f(1, 1, 1, .5);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ if (drawmode == doublevisionmode) {
+ static float crosseyedness;
+ crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
+ if (crosseyedness > 1)
+ crosseyedness = 1;
+ if (crosseyedness < 0)
+ crosseyedness = 0;
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+ glPushMatrix();
+ glScalef(1, 1, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ if (crosseyedness) {
+ glColor4f(1, 1, 1, .5);
+ glEnable(GL_BLEND);
+ glPushMatrix();
+ glTranslatef(.015 * crosseyedness, 0, 0);
+ glScalef(1, 1, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ if (drawmode == glowmode) {
+ glColor4f(.5, .5, .5, .5);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glPushMatrix();
+ glTranslatef(.01, 0, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(-.01, 0, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(.0, .01, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0, -.01, 0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ if (drawmode == radialzoommode) {
+ for (int i = 0; i < 3; i++) {
+ glColor4f(1, 1, 1, 1 / ((float)i + 1));
+ glPushMatrix();
+ glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(texcoordwidth, texcoordheight);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, texcoordheight);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ }
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ if (console) {
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ int offset = 0;
+ if (consoleselected >= 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 (unsigned i = 0; i < 15; i++)
+ for (unsigned j = 0; j < consoletext[i].size(); j++) {
+ glColor4f(1, 1, 1, 1 - (float)(i) / 16);
+ sprintf (string, "%c", consoletext[i][j]);
+ text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
+ }
+ }
+ }
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ multiplier = tempmult;
+ }
+
+ if (mainmenu) {
+ DrawMenu();
+ }
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ tempmult = multiplier;
+ multiplier = 0;
+ }
+
+ if ( side == stereoRight || side == stereoCenter ) {
+ if (drawmode != motionblurmode || mainmenu) {
+ swap_gl_buffers();
+ }
+ }
+
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+
+ weapons.DoStuff();
+
+ if (drawtoggle == 2)
+ drawtoggle = 0;
+
+ if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
+ multiplier = tempmult;
+ }
+ //Jordan fixed your warning!
+ return 0;
}
-void Game::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);
-
- if(oldmainmenu!=mainmenu){
- if(mainmenu==5){
- LoadCampaign();
- }
- }
-
- oldmainmenu=mainmenu;
-
- 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_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;
-
- if(debugmode) {
- if(keyselect!=9)sprintf (menustring[9], "Console: %s",Input::keyToChar(consolekey));
- else sprintf (menustring[9], "Console: _");
- startx[9]=10+10;
- starty[9]=40;
- nummenuitems++;
- }
-
- sprintf (menustring[nummenuitems-1], "Back");
- startx[nummenuitems-1]=10;
- starty[nummenuitems-1]=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;
- }
- 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
- 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);
- 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
-
- 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);
- }
- }
-
- 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(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);
- }
+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 );
+ Game::ReSizeGLScene(90, .1f);
+
+ //draw menu background
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.001f);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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);
+ glBegin(GL_QUADS);
+ glVertex3f(-1, -1, 0);
+ glVertex3f(+1, -1, 0);
+ glVertex3f(+1, +1, 0);
+ glVertex3f(-1, +1, 0);
+ glEnd();
+ 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);
+ Game::Mainmenuitems[4].bind();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0);
+ glTexCoord2f(1, 0);
+ glVertex3f(+1, -1, 0);
+ glTexCoord2f(1, 1);
+ glVertex3f(+1, +1, 0);
+ glTexCoord2f(0, 1);
+ glVertex3f(-1, +1, 0);
+ glEnd();
+ glPopMatrix();
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, 640, 0, 480, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glEnable(GL_TEXTURE_2D);
+
+ Menu::drawItems();
+
+ //draw mouse cursor
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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 (!Game::waiting) { // hide the cursor while waiting for a key
+ glPushMatrix();
+ 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);
+ Game::cursortexture.bind();
+ glPushMatrix();
+ 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);
+ glPopMatrix();
+
+
+ //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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ 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);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
}