X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=e8a999857b7a1982040876052fe660e2d81dc16d;hb=200ab5f2ab9164e213f738acbac2b5bbc74bcaf4;hp=1275a45a6f2c843e4461804c6c323ff2ae2c93c3;hpb=8866bcf90dba64f2fd6cecd6839b9b80988e46a6;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 1275a45..e8a9998 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -19,7 +19,12 @@ along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -#include "Game.h" +#include "Game.h" +#include "openal_wrapper.h" +#include "Input.h" +#include "Awards.h" + +#include using namespace std; @@ -28,7 +33,7 @@ extern int environment; extern float texscale; extern Light light; extern Terrain terrain; -extern Sprites sprites; +//extern Sprites sprites; extern float multiplier; extern float sps; extern float viewdistance; @@ -42,8 +47,6 @@ extern int detail; extern float usermousesensitivity; extern bool osx; extern float camerashake; -extern Weapons weapons; -extern Person player[maxplayers]; extern int slomo; extern float slomodelay; extern bool ismotionblur; @@ -51,7 +54,6 @@ extern float woozy; extern float blackout; extern bool damageeffects; extern float volume; -extern int numplayers; extern bool texttoggle; extern float blurness; extern float targetblurness; @@ -71,7 +73,6 @@ extern bool midweird; extern bool proportionweird; extern bool vertexweird[6]; extern bool velocityblur; -extern bool buttons[3]; extern bool debugmode; extern int mainmenu; extern int oldmainmenu; @@ -82,13 +83,6 @@ extern bool decals; //extern int texdetail; extern float texdetail; extern bool musictoggle; -extern int bonus; -extern float bonusvalue; -extern float bonustotal; -extern float bonustime; -extern int oldbonus; -extern float startbonustotal; -extern float bonusnum[100]; extern int tutoriallevel; extern float smoketex; extern float tutorialstagetime; @@ -96,7 +90,6 @@ extern float tutorialmaxtime; extern int tutorialstage; extern bool againbonus; extern float damagedealt; -extern float damagetaken; extern bool invertmouse; extern int numhotspots; @@ -106,34 +99,7 @@ extern XYZ hotspot[40]; extern int hotspottype[40]; extern float hotspotsize[40]; extern char hotspottext[40][256]; -extern int currenthotspot; - -extern int numaccounts; -extern int accountactive; -extern int accountdifficulty[10]; -extern int accountprogress[10]; -extern float accountpoints[10]; -extern float accounthighscore[10][50]; -extern float accountfasttime[10][50]; -extern bool accountunlocked[10][60]; -extern char accountname[10][256]; - -extern int numfalls; -extern int numflipfail; -extern int numseen; -extern int numstaffattack; -extern int numswordattack; -extern int numknifeattack; -extern int numunarmedattack; -extern int numescaped; -extern int numflipped; -extern int numwallflipped; -extern int numthrowkill; -extern int numafterkill; -extern int numreversals; -extern int numattacks; -extern int maxalarmed; -extern int numresponded; +extern int currenthotspot;; extern bool campaign; extern bool winfreeze; @@ -142,82 +108,29 @@ extern float menupulse; extern bool gamestart; -extern int numdialogues; -extern int numdialogueboxes[max_dialogues]; -extern int dialoguetype[max_dialogues]; -extern int dialogueboxlocation[max_dialogues][max_dialoguelength]; -extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3]; -extern int dialogueboxsound[max_dialogues][max_dialoguelength]; -extern char dialoguetext[max_dialogues][max_dialoguelength][128]; -extern char dialoguename[max_dialogues][max_dialoguelength][64]; -extern XYZ dialoguecamera[max_dialogues][max_dialoguelength]; -extern XYZ participantlocation[max_dialogues][10]; -extern int participantfocus[max_dialogues][max_dialoguelength]; -extern int participantaction[max_dialogues][max_dialoguelength]; -extern float participantrotation[max_dialogues][10]; -extern XYZ participantfacing[max_dialogues][max_dialoguelength][10]; -extern float dialoguecamerarotation[max_dialogues][max_dialoguelength]; -extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength]; -extern int indialogue; -extern int whichdialogue; -extern int directing; -extern float dialoguetime; -extern int dialoguegonethrough[20]; - -extern int accountcampaignchoicesmade[10]; -extern int accountcampaignchoices[10][5000]; - -extern float accountcampaignhighscore[10]; -extern float accountcampaignfasttime[10]; -extern float accountcampaignscore[10]; -extern float accountcampaigntime[10]; - extern bool gamestarted; -extern FSOUND_SAMPLE *samp[100]; -extern int channels[100]; -extern "C" void PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused); - -/*********************> DrawGLScene() <*****/ -long long Game::MD5_string (char *string){ - char temp[256]=""; - char temp2[256]=""; - long long num=90814; - - sprintf (temp, "%s",string); - - int i=0; - while (i<256&&temp[i]!='\0'){ - if(temp[i]%3==0)num+=temp[i]*124; - else if(temp[i]%3==1)num-=temp[i]*temp[i]; - else num*=temp[i]; - i++; - } - - num=longlongabs(num); - if(num==0)num+=1452; - - while(numLONGLONGCONST(9900000000000000)){ - num/=1.235421521; - } +extern bool showdamagebar; - return num; +enum drawmodes { + normalmode, motionblurmode, radialzoommode, + realmotionblurmode, doublevisionmode, glowmode, +}; - //return 1111111111111111; +void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering. + flashr=1; + flashg=0; + flashb=0; + flashamount=1; + flashdelay=1; } - -int Game::DrawGLScene(void) +/*********************> DrawGLScene() <*****/ +int Game::DrawGLScene(StereoSide side) { static float texcoordwidth,texcoordheight; static float texviewwidth, texviewheight; static int i,j,k,l; static GLubyte color; - static float newbrightness; - static float changespeed; static XYZ checkpoint; static float tempmult; float tutorialopac; @@ -225,13 +138,18 @@ int Game::DrawGLScene(void) static char string2[256]=""; static char string3[256]=""; - static float lastcheck; - - lastcheck+=multiplier; - - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - if(!registered)debugmode=0; - + if ( stereomode == stereoAnaglyph ) { + switch(side) { + case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; + case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; + } + } else { + glColorMask( 1.0, 1.0, 1.0, 1.0 ); + + if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); + } + } if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ tempmult=multiplier; @@ -292,16 +210,15 @@ int Game::DrawGLScene(void) if(winfreeze||mainmenu)drawmode=normalmode; - //drawmode=glowmode; +#if PLATFORM_MACOSX if(drawmode==glowmode){ RGBColor color2; color2.red=0; color2.green=0; color2.blue=0; -#if PLATFORM_MACOSX DSpContext_FadeGamma(NULL,200,&color2); -#endif } +#endif if(drawtoggle!=2)drawtoggle=1-drawtoggle; @@ -321,20 +238,18 @@ int Game::DrawGLScene(void) glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - /*if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, (float)(abs(Random()%100))/50 ); - else glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); - */ if(abs(blurness-targetblurness)2){ blurness=targetblurness; targetblurness=(float)(abs(Random()%100))/40; } - if(blurnesstargetblurness)blurness-=multiplier*5; + if(blurness=typesleeping)&&player[k].playerdetail) @@ -420,20 +336,19 @@ int Game::DrawGLScene(void) opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10; } terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation); - if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]) - for(l=0;l=1)glDisable(GL_BLEND); - if(distance>0){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(checkcollide(viewer,checkpoint)){ - player[k].occluded+=1; - } - else player[k].occluded=0; - if(player[k].occluded<25)player[k].DrawSkeleton(); - } - }*/ - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); @@ -600,7 +491,6 @@ int Game::DrawGLScene(void) } } } - //} glPushMatrix(); glEnable(GL_TEXTURE_2D); @@ -615,7 +505,7 @@ int Game::DrawGLScene(void) glDepthMask(0); - sprites.Draw(); + Sprite::Draw(); if(editorenabled){ glEnable(GL_BLEND); @@ -665,38 +555,16 @@ int Game::DrawGLScene(void) if(!tutoriallevel) if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){ - if(bonus==tracheotomy)sprintf (string, "Tracheotomy!"); - else if(bonus==backstab)sprintf (string, "Backstabber!"); - else if(bonus==spinecrusher)sprintf (string, "Spinecrusher!"); - else if(bonus==ninja)sprintf (string, "Ninja Bonus!"); - else if(bonus==style)sprintf (string, "Style Bonus!"); - else if(bonus==cannon)sprintf (string, "Leg Cannon!"); - else if(bonus==aimbonus)sprintf (string, "Nice Aim!"); - else if(bonus==deepimpact)sprintf (string, "Heavy Impact!"); - else if(bonus==touchofdeath)sprintf (string, "Touch of Death!"); - else if(bonus==swordreversebonus)sprintf (string, "Sword Disarm!"); - else if(bonus==staffreversebonus)sprintf (string, "Staff Disarm!"); - else if(bonus==reverseko)sprintf (string, "Reversal KO!"); - else if(bonus==solidhit)sprintf (string, "Solid Hit!"); - else if(bonus==twoxcombo)sprintf (string, "2X Combo!"); - else if(bonus==threexcombo)sprintf (string, "3X Combo!"); - else if(bonus==fourxcombo)sprintf (string, "4X COMBO!"); - else if(bonus==megacombo)sprintf (string, "MEGA COMBO!"); - else if(bonus==Reversal)sprintf (string, "Reversal!"); - else if(bonus==Stabbonus)sprintf (string, "Punctured!"); - else if(bonus==Slicebonus)sprintf (string, "Sliced!"); - else if(bonus==Bullseyebonus)sprintf (string, "Bullseye!"); - else if(bonus==Slashbonus)sprintf (string, "Slashed!"); - else if(bonus==Wolfbonus)sprintf (string, "WOLF SLAYER!"); - else if(bonus==FinishedBonus)sprintf (string, "SLAIN!"); - else if(bonus==TackleBonus)sprintf (string, "Tackle!"); - else if(bonus==AboveBonus)sprintf (string, "Death from Above!"); - else sprintf (string, "Excellent!"); + const char *bonus_name; + if (bonus < bonus_count) + bonus_name = bonus_names[bonus]; + else + bonus_name = "Excellent!"; // When does this happen? glColor4f(0,0,0,1-bonustime); - text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4+768*4/5,string,1,2.5,1024,768); + text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768); glColor4f(1,0,0,1-bonustime); - text.glPrint(1024/2-10*strlen(string),768/16+768*4/5,string,1,2,1024,768); + text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768); sprintf (string, "%d",(int)bonusvalue); glColor4f(0,0,0,1-bonustime); @@ -735,22 +603,22 @@ int Game::DrawGLScene(void) sprintf (string3, " "); } if(tutorialstage==4){ - sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",KeyToChar(forwardkey),KeyToChar(leftkey),KeyToChar(backkey),KeyToChar(rightkey)); + sprintf (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.",KeyToChar(jumpkey)); + 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.",KeyToChar(crouchkey)); + 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.",KeyToChar(crouchkey)); + sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey)); sprintf (string2, " "); sprintf (string3, " "); } @@ -770,12 +638,12 @@ int Game::DrawGLScene(void) sprintf (string3, " "); } if(tutorialstage==11){ - sprintf (string, "When you jump at a wall, you can hold %s again",KeyToChar(jumpkey)); + 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.",KeyToChar(jumpkey)); + 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, " "); } @@ -790,8 +658,8 @@ int Game::DrawGLScene(void) sprintf (string3, " "); } if(tutorialstage==15){ - if(attackkey==MAC_MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy."); - else sprintf (string, "Press %s to attack when you are near an enemy.",KeyToChar(attackkey)); + 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, " "); } @@ -817,9 +685,9 @@ int Game::DrawGLScene(void) } if(tutorialstage==20){ sprintf (string, "Your most powerful individual attack is the rabbit kick."); - if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press"); - else sprintf (string2, "Run at the enemy while holding %s, and press", KeyToChar(attackkey)); - sprintf (string3, "the jump key (%s) to attack.",KeyToChar(jumpkey)); + if(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."); @@ -839,8 +707,8 @@ int Game::DrawGLScene(void) } if(tutorialstage==24){ sprintf (string, "You can tackle enemies by running at them animal-style"); - if(attackkey==MAC_MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",KeyToChar(jumpkey)); - else sprintf (string2, "and pressing jump (%s) or attack(%s).",KeyToChar(jumpkey),KeyToChar(attackkey)); + 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){ @@ -861,7 +729,7 @@ int Game::DrawGLScene(void) if(tutorialstage==28){ sprintf (string, "If you attack, you will notice that the enemy now sometimes"); sprintf (string2, "catches your attack and uses it against you. Hold"); - sprintf (string3, "crouch (%s) after attacking to escape from reversals.",KeyToChar(crouchkey)); + 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."); @@ -874,7 +742,7 @@ int Game::DrawGLScene(void) sprintf (string3, " "); } if(tutorialstage==31){ - sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",KeyToChar(crouchkey)); + 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."); } @@ -920,11 +788,11 @@ int Game::DrawGLScene(void) } if(tutorialstage==40){ sprintf (string, "Stand, roll or handspring over the knife"); - sprintf (string2, "while pressing %s to pick it up.",KeyToChar(throwkey)); + 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.",KeyToChar(drawkey)); + 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. "); } @@ -964,7 +832,7 @@ int Game::DrawGLScene(void) sprintf (string3, "spin smash is slower and more powerful."); } if(tutorialstage==49){ - sprintf (string, "When facing an enemy, you can throw the knife with %s.",KeyToChar(throwkey)); + sprintf (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."); } @@ -988,7 +856,7 @@ int Game::DrawGLScene(void) text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight); text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight); - sprintf (string, "Press 'tab' to skip to the next item.",KeyToChar(jumpkey)); + sprintf (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."); @@ -1030,10 +898,9 @@ int Game::DrawGLScene(void) sprintf (string, "%s", hotspottext[closest]); - int lastline; - int line=0; - bool done=0; - lastline=0; + 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'){ @@ -1063,14 +930,6 @@ int Game::DrawGLScene(void) indialogue=0; dialoguegonethrough[whichdialogue]++; if(dialogueboxsound[whichdialogue][indialogue]!=0){ - static float gLoc[3]; - static float vel[3]; - gLoc[0]=player[participantfocus[whichdialogue][indialogue]].coords.x; - gLoc[1]=player[participantfocus[whichdialogue][indialogue]].coords.y; - gLoc[2]=player[participantfocus[whichdialogue][indialogue]].coords.z; - vel[0]=0; - vel[1]=0; - vel[2]=0; int whichsoundplay; if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter; if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2; @@ -1092,10 +951,7 @@ int Game::DrawGLScene(void) if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound; if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound; if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound; - PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true); - FSOUND_3D_SetAttributes(channels[whichsoundplay], gLoc, vel); - FSOUND_SetVolume(channels[whichsoundplay], 256); - FSOUND_SetPaused(channels[whichsoundplay], false); + emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords); } } } @@ -1145,11 +1001,9 @@ int Game::DrawGLScene(void) if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5; if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16; -// char tempname[64]; char tempname[264]; bool goodchar; int tempnum=0; -// for(i=0;i<64;i++){ for(i=0;i<264;i++){ tempname[i]='\0'; } @@ -1158,10 +1012,10 @@ int Game::DrawGLScene(void) tempname[tempnum]=dialoguename[whichdialogue][indialogue][i]; goodchar=1; if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0; - //if(tempnum>2)if(tempname[tempnum-2]=='e'&&tempname[tempnum-1]=='r')goodchar=0; - //if(tempnum>2)if(tempname[tempnum]=='r'&&tempname[0]=='a')goodchar=0; - if(goodchar)tempnum++; - else tempname[tempnum]='\0'; + if(goodchar) + tempnum++; + else + tempname[tempnum]='\0'; } sprintf (string, "%s: ", tempname); @@ -1176,7 +1030,6 @@ int Game::DrawGLScene(void) { 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; @@ -1185,14 +1038,11 @@ int Game::DrawGLScene(void) if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++; } - sprintf (string, "%s", tempname); - - int lastline; - int line=0; - bool done=0; - lastline=0; + 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'){ @@ -1218,14 +1068,100 @@ int Game::DrawGLScene(void) if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){ if(campaign){ - if(!scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]+(int)bonustotal);//(int)bonustotal); - if(scoreadded)sprintf (string, "Score: %d", (int)accountcampaignscore[accountactive]);//(int)bonustotal); + if(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); @@ -1239,8 +1175,10 @@ int Game::DrawGLScene(void) text.glPrint(10,260,string,0,.8,1024,768); - if(editorenabled)sprintf (string, "Map editor enabled."); - if(!editorenabled)sprintf (string, "Map editor Disabled."); + 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); @@ -1253,18 +1191,44 @@ int Game::DrawGLScene(void) text.glPrint(10,105,string,0,.8,1024,768); sprintf (string, "Object type: %d",editortype); text.glPrint(10,120,string,0,.8,1024,768); - if(editortype==boxtype)sprintf (string, "(box)"); - if(editortype==treetrunktype)sprintf (string, "(tree)"); - if(editortype==walltype)sprintf (string, "(wall)"); - if(editortype==weirdtype)sprintf (string, "(weird)"); - if(editortype==spiketype)sprintf (string, "(spike)"); - if(editortype==rocktype)sprintf (string, "(rock)"); - if(editortype==bushtype)sprintf (string, "(bush)"); - if(editortype==tunneltype)sprintf (string, "(tunnel)"); - if(editortype==chimneytype)sprintf (string, "(chimney)"); - if(editortype==platformtype)sprintf (string, "(platform)"); - if(editortype==cooltype)sprintf (string, "(cool)"); - if(editortype==firetype)sprintf (string, "(fire)"); + 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); @@ -1272,17 +1236,8 @@ int Game::DrawGLScene(void) sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints); text.glPrint(10,140,string,0,.8,1024,768); } - /*sprintf (string, "Coords are: %f %f %f",player[0].coords.x,player[0].coords.y,player[0].coords.z); - text.glPrint(10,200,string,0,.8,1024,768);*/ sprintf (string, "Difficulty: %d",difficulty); text.glPrint(10,240,string,0,.8,1024,768); - /* - sprintf (string, "lasthotspot: %d",hotspottype[numhotspots-1]); - text.glPrint(10,240,string,0,.8,1024,768); - sprintf (string, "killhotspot: %d",killhotspot); - text.glPrint(10,220,string,0,.8,1024,768); - sprintf (string, "winhotspot: %d",winhotspot); - text.glPrint(10,200,string,0,.8,1024,768);*/ } } @@ -1428,8 +1383,7 @@ int Game::DrawGLScene(void) } if(minimap&&indialogue==-1){ - float mapviewdist; - mapviewdist=20000; + float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); glColor3f (1.0, 1.0, 1.0); // no coloring @@ -1454,19 +1408,17 @@ int Game::DrawGLScene(void) glEnable(GL_BLEND); glColor4f(1,1,1,1); glPushMatrix(); - float opac; - opac=.7; + float opac = .7; XYZ center; float radius; float distcheck; - center=0; int numliveplayers=0; + center = 0; for(i=0;imaxdistance){ - whichclosest=i; + //~ whichclosest=i; maxdistance=tempdist; } } @@ -1495,7 +1447,7 @@ int Game::DrawGLScene(void) if(!player[i].dead){ tempdist=findDistancefast(¢er,&player[i].coords); if(tempdist>maxdistance){ - whichclosest=i; + //~ whichclosest=i; maxdistance=tempdist; } } @@ -1507,17 +1459,6 @@ int Game::DrawGLScene(void) glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1); glPushMatrix(); glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1); - /*float startx,starty,endx,endy; - glBegin(GL_QUADS); - glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z-radius)/terrain.scale/256); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1-(center.x+radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(1-(center.x-radius)/terrain.scale/256,(center.z+radius)/terrain.scale/256); - glVertex3f(-1, 1, 0.0f); - glEnd();*/ glPopMatrix(); glRotatef(player[0].lookrotation*-1+180,0,0,1); glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0); @@ -1611,27 +1552,9 @@ int Game::DrawGLScene(void) glTexCoord2f(0,1); glVertex3f(-1, 1, 0.0f); glEnd(); - /*glBegin(GL_TRIANGLES); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(0, 1, 0.0f); - glEnd();*/ glPopMatrix(); } } - /*glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd();*/ glPopMatrix(); glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); // Select The Projection Matrix @@ -1644,12 +1567,6 @@ int Game::DrawGLScene(void) glDepthMask(1); } - /*if(loading){ - loading=2; - drawmode=normalmode; - }*/ - - if(loading&&!stealthloading&&(!campaign||player[0].dead)){ glDisable(GL_DEPTH_TEST); // Disables Depth Testing glDisable(GL_CULL_FACE); @@ -1687,47 +1604,6 @@ int Game::DrawGLScene(void) glColor3f (1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - /*glBindTexture( GL_TEXTURE_2D, logotexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenwidth/2,1); - glTranslatef(1.8,1.25,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(1,1,1,1); - glPushMatrix(); - glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1);*/ //Minimap @@ -1779,183 +1655,39 @@ int Game::DrawGLScene(void) glColor3f (1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - /*glBindTexture( GL_TEXTURE_2D, logotexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenwidth/2,1); - glTranslatef(1.8,1.25,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); + + //Win Screen Won Victory + + glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); - glPushMatrix(); - glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1);*/ + sprintf (string, "Level Cleared!"); + text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768); - //Awards - int numawards; - int awards[30]; - numawards=0; + sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); + text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - if(damagetaken==0&&player[0].bloodloss==0){ - awards[numawards]=awardflawless; - numawards++; - } - bool alldead; - alldead=1; - if(numplayers>1) - for(i=1;i1) - for(i=1;i0){ - awards[numawards]=awardbojutsu; - numawards++; - } - if(numattacks==numswordattack&&numattacks>0){ - awards[numawards]=awardswordsman; - numawards++; - } - if(numattacks==numknifeattack&&numattacks>0){ - awards[numawards]=awardknifefighter; - numawards++; - } - if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){ - awards[numawards]=awardkungfu; - numawards++; - } - if(numescaped>0){ - awards[numawards]=awardevasion; - numawards++; - } - if(numflipfail==0&&numflipped+numwallflipped*2>20){ - awards[numawards]=awardacrobat; - numawards++; - } - if(numthrowkill==numplayers-1){ - awards[numawards]=awardlongrange; - numawards++; - } - alldead=1; - if(numplayers>1) - for(i=1;i0&&alldead){ - awards[numawards]=awardbrutal; - numawards++; - } - if(numreversals>((float)numattacks)*.8&&numreversals>3){ - awards[numawards]=awardaikido; - numawards++; - } - if(maxalarmed==1&&numplayers>2){ - awards[numawards]=awardstrategy; - numawards++; - } - if(numflipfail>3){ - awards[numawards]=awardklutz; - numawards++; - } + if(campaign) + sprintf (string, "Press Escape or Space to continue"); + else + sprintf (string, "Press Escape to return to menu or Space to continue"); + text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); + char temp[255]; - //Win Screen Won Victory + for(i=0;i<255;i++)string[i]='\0'; + sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60)); + strcat(string,temp); + if((int)(leveltime)%60<10)strcat(string,"0"); + sprintf (temp, "%d",(int)(leveltime)%60); + strcat(string,temp); + text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - sprintf (string, "Level Cleared!"); - text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768); - - sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); - text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - - if(!campaign)sprintf (string, "Press Escape to return to menu or Space to continue"); - if(campaign)sprintf (string, "Press Escape or Space to continue"); - text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); - - char temp[255]; - - for(i=0;i<255;i++)string[i]='\0'; - sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60)); - strcat(string,temp); - if((int)(leveltime)%60<10)strcat(string,"0"); - sprintf (temp, "%d",(int)(leveltime)%60); - strcat(string,temp); - text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - - for(i=0;i=60)offset=consoleselected-60; - sprintf (string, " ]"); - text.glPrint(10,30,string,0,1,1024,768); - if(consoleblink){ - sprintf (string, "_"); - text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); - } - for(i=0;i<15;i++){ - for(j=0;j=60) + offset=consoleselected-60; + sprintf (string, " ]"); + text.glPrint(10,30,string,0,1,1024,768); + if(consoleblink){ + sprintf (string, "_"); + text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); + } + for(i=0;i<15;i++){ + for(j=0;j2)texdetail=2; - if(mainmenu!=oldmainmenu&&oldmainmenu!=0){ - if(mainmenu==1){ - LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0); - LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0); - /*if(oldmainmenu==1||oldmainmenu==0){ - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0); - LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0); - loaddistrib=0; - }*/ - } - if(mainmenu==2){ - LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0); - LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0); - /*if(oldmainmenu==2||oldmainmenu==0){ - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0); - LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0); - loaddistrib=0; - }*/ - } + if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ + tempmult=multiplier; + multiplier=0; + } + + //glFlush(); + if ( side == stereoRight || side == stereoCenter ) { + if(drawmode!=motionblurmode||mainmenu){ + swap_gl_buffers(); } - if(lastcheck>.5||oldmainmenu!=mainmenu){ - if(mainmenu==5){ - ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt")); - //campaignnumlevels=0; - //accountcampaignchoicesmade[accountactive]=0; - ipstream.ignore(256,':'); - ipstream >> campaignnumlevels; - for(i=0;i> campaignmapname[i]; - ipstream.ignore(256,':'); - ipstream >> campaigndescription[i]; - for(j=0;j<256;j++){ - if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' '; - } - ipstream.ignore(256,':'); - ipstream >> campaignchoosenext[i]; - ipstream.ignore(256,':'); - ipstream >> campaignnumnext[i]; - if(campaignnumnext[i]) - for(j=0;j> campaignnextlevel[i][j]; - campaignnextlevel[i][j]-=1; - } - ipstream.ignore(256,':'); - ipstream >> campaignlocationx[i]; - //campaignlocationx[i]-=30; - ipstream.ignore(256,':'); - ipstream >> campaignlocationy[i]; - //campaignlocationy[i]+=30; - } - ipstream.close(); + } - for(i=0;iaccountcampaignhighscore[accountactive])accountcampaignhighscore[accountactive]=accountcampaignscore[accountactive]; - if(accountcampaignfasttime[accountactive]==0||accountcampaigntime[accountactive] 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)); + } + } + return campaignNames; +} + +void Game::LoadCampaign() { + if(!accountactive) + return; + ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); + ipstream.ignore(256,':'); + ipstream >> campaignnumlevels; + for(int i=0;i> campaignmapname[i]; + ipstream.ignore(256,':'); + ipstream >> campaigndescription[i]; + for(int j=0;j<256;j++){ + if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' '; + } + ipstream.ignore(256,':'); + ipstream >> campaignchoosenext[i]; + ipstream.ignore(256,':'); + ipstream >> campaignnumnext[i]; + for(int j=0;j> campaignnextlevel[i][j]; + campaignnextlevel[i][j]-=1; + } + ipstream.ignore(256,':'); + ipstream >> campaignlocationx[i]; + ipstream.ignore(256,':'); + ipstream >> campaignlocationy[i]; + } + ipstream.close(); + + for(int i=0;igetCampaignChoicesMade();i++){ + levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)]; + levelvisible[levelorder[i+1]]=1; + } + int whichlevelstart = accountactive->getCampaignChoicesMade()-1; + if(whichlevelstart<0){ + accountactive->setCampaignScore(0); + accountactive->resetFasttime(); + campaignchoicenum=1; + campaignchoicewhich[0]=0; + } + else + { + campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]]; + for(int i=0;i2)texdetail=2; + if(mainmenu!=oldmainmenu&&oldmainmenu!=0){ + if(mainmenu==1){ + LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0); + LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0); + } + if(mainmenu==2){ + LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0); + LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0); } + } + if(lastcheck>.5||oldmainmenu!=mainmenu){ if(mainmenu==5){ - lastcheck=0; + LoadCampaign(); } + } + if(mainmenu==5){ + lastcheck=0; + } - texdetail=temptexdetail; + texdetail=temptexdetail; - /*if(mainmenu!=0)*/oldmainmenu=mainmenu; + oldmainmenu=mainmenu; - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17){ - 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(); + if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18){ + 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(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + + if(mainmenu==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; + endx[0]=startx[0]+strlen(menustring[0])*10; + endy[0]=starty[0]+20; - if(mainmenu==3){ - nummenuitems=12; - 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; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - if(newdetail==2)sprintf (menustring[1], "Detail: High"); - else if(newdetail==1)sprintf (menustring[1], "Detail: Medium"); - else sprintf (menustring[1], "Detail: Low"); - startx[1]=10+60; - starty[1]=405; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - if(bloodtoggle==2)sprintf (menustring[2], "Blood: On, high detail (slower)"); - if(bloodtoggle==1)sprintf (menustring[2], "Blood: On, low detail"); - if(bloodtoggle==0)sprintf (menustring[2], "Blood: Off"); - startx[2]=10+70; - starty[2]=370; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - if(difficulty==2)sprintf (menustring[3], "Difficulty: Insane"); - if(difficulty==1)sprintf (menustring[3], "Difficulty: Difficult"); - if(difficulty==0)sprintf (menustring[3], "Difficulty: Easier"); - startx[3]=10+20-1000; - starty[3]=335-1000; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - if(ismotionblur==1)sprintf (menustring[4], "Blur Effects: Enabled (less compatible)"); - if(ismotionblur==0)sprintf (menustring[4], "Blur Effects: Disabled (more compatible)"); - startx[4]=10; - starty[4]=335; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - if(decals==1)sprintf (menustring[5], "Decals: Enabled (slower)"); - if(decals==0)sprintf (menustring[5], "Decals: Disabled"); - startx[5]=10+60; - starty[5]=300; - endx[5]=startx[5]+strlen(menustring[5])*10; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - if(musictoggle==1)sprintf (menustring[6], "Music: Enabled"); - if(musictoggle==0)sprintf (menustring[6], "Music: Disabled"); - startx[6]=10+70; - starty[6]=265; - endx[6]=startx[6]+strlen(menustring[6])*10; - endy[6]=starty[6]+20; - movex[6]=0; - movey[6]=0; - - if(invertmouse==1)sprintf (menustring[9], "Invert mouse: Yes"); - if(invertmouse==0)sprintf (menustring[9], "Invert mouse: No"); - startx[9]=10; - starty[9]=230; - endx[9]=startx[9]+strlen(menustring[9])*10; - endy[9]=starty[9]+20; - movex[9]=0; - movey[9]=0; - - sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5)); - startx[10]=20; - starty[10]=195; - endx[10]=startx[10]+strlen(menustring[10])*10; - endy[10]=starty[10]+20; - movex[10]=0; - movey[10]=0; - - sprintf (menustring[11], "Volume: %d%", (int)(volume*100)); - startx[11]=10+60; - starty[11]=155; - endx[11]=startx[11]+strlen(menustring[11])*10; - endy[11]=starty[11]+20; - movex[11]=0; - movey[11]=0; - - sprintf (menustring[7], "-Configure Controls-"); - startx[7]=10+15; - starty[7]=100; - endx[7]=startx[7]+strlen(menustring[7])*10; - endy[7]=starty[7]+20; - movex[7]=0; - movey[7]=0; - - if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back"); - else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)"); - startx[8]=10; - endx[8]=startx[8]+strlen(menustring[8])*10; - starty[8]=10; - endy[8]=starty[8]+20; - movex[8]=0; - movey[8]=0; - } + if(newdetail==2)sprintf (menustring[1], "Detail: High"); + else if(newdetail==1)sprintf (menustring[1], "Detail: Medium"); + else sprintf (menustring[1], "Detail: Low"); + startx[1]=10+60; + starty[1]=405; + endx[1]=startx[1]+strlen(menustring[1])*10; + endy[1]=starty[1]+20; - if(mainmenu==4){ - nummenuitems=10; - if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",KeyToChar(forwardkey)); - else sprintf (menustring[0], "Forwards: _"); - startx[0]=10; - starty[0]=400; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - if(keyselect!=1)sprintf (menustring[1], "Back: %s",KeyToChar(backkey)); - else sprintf (menustring[1], "Back: _"); - startx[1]=10+40; - starty[1]=360; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - if(keyselect!=2)sprintf (menustring[2], "Left: %s",KeyToChar(leftkey)); - else sprintf (menustring[2], "Left: _"); - startx[2]=10+40; - starty[2]=320; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - if(keyselect!=3)sprintf (menustring[3], "Right: %s",KeyToChar(rightkey)); - else sprintf (menustring[3], "Right: _"); - startx[3]=10+30; - starty[3]=280; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",KeyToChar(crouchkey)); - else sprintf (menustring[4], "Crouch: _"); - startx[4]=10+20; - starty[4]=240; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - if(keyselect!=5)sprintf (menustring[5], "Jump: %s",KeyToChar(jumpkey)); - else sprintf (menustring[5], "Jump: _"); - startx[5]=10+40; - starty[5]=200; - endx[5]=startx[5]+strlen(menustring[5])*10; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - if(keyselect!=6)sprintf (menustring[6], "Draw: %s",KeyToChar(drawkey)); - else sprintf (menustring[6], "Draw: _"); - startx[6]=10+40; - starty[6]=160; - endx[6]=startx[6]+strlen(menustring[6])*10; - endy[6]=starty[6]+20; - movex[6]=0; - movey[6]=0; - - if(keyselect!=7)sprintf (menustring[7], "Throw: %s",KeyToChar(throwkey)); - else sprintf (menustring[7], "Throw: _"); - startx[7]=10+30; - starty[7]=120; - endx[7]=startx[7]+strlen(menustring[7])*10; - endy[7]=starty[7]+20; - movex[7]=0; - movey[7]=0; - - if(keyselect!=8)sprintf (menustring[8], "Attack: %s",KeyToChar(attackkey)); - else sprintf (menustring[8], "Attack: _"); - startx[8]=10+20; - starty[8]=80; - endx[8]=startx[8]+strlen(menustring[8])*10; - endy[8]=starty[8]+20; - movex[8]=0; - movey[8]=0; - - - - sprintf (menustring[9], "Back"); - startx[9]=10; - endx[9]=startx[9]+strlen(menustring[9])*10; - starty[9]=10; - endy[9]=starty[9]+20; - movex[9]=0; - movey[9]=0; - } - if(mainmenu==5){ - nummenuitems=7+accountcampaignchoicesmade[accountactive]+campaignchoicenum; - - sprintf (menustring[0], "%s",accountname[accountactive]); - startx[0]=5; - starty[0]=400; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - sprintf (menustring[1], "Tutorial"); - startx[1]=5; - starty[1]=300; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - - sprintf (menustring[2], "Challenge"); - startx[2]=5; - starty[2]=240; - endx[2]=startx[2]+strlen(menustring[2])*10; - endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - - sprintf (menustring[3], "Delete User"); - startx[3]=400; - starty[3]=10; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - - sprintf (menustring[4], "Main Menu"); - startx[4]=5; - starty[4]=10; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - - sprintf (menustring[5], "Change User"); - startx[5]=5; - endx[5]=startx[5]+strlen(menustring[5])*10; - starty[5]=180; - endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; - - //World - - sprintf (menustring[6], "World"); - startx[6]=30+120; - starty[6]=30+480-400-50; - endx[6]=startx[6]+400; - endy[6]=30+480-50; - movex[6]=0; - movey[6]=0; - - if(accountcampaignchoicesmade[accountactive]) - for(i=0;i0) - for(i=accountcampaignchoicesmade[accountactive];igetCampaignChoicesMade():0)+campaignchoicenum; - sprintf (menustring[0], "Register now for only $19.95!"); - startx[0]=160; - starty[0]=270; + sprintf (menustring[0], "%s",accountactive->getName()); + startx[0]=5; + starty[0]=400; endx[0]=startx[0]+strlen(menustring[0])*10; endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - sprintf (menustring[1], "Confront raiders, wolves, and more!"); - startx[1]=130; - starty[1]=240; + sprintf (menustring[1], "Tutorial"); + startx[1]=5; + starty[1]=300; endx[1]=startx[1]+strlen(menustring[1])*10; endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - sprintf (menustring[2], "Fight using swords, staves and armor!"); - startx[2]=125; - starty[2]=210; + sprintf (menustring[2], "Challenge"); + startx[2]=5; + starty[2]=240; endx[2]=startx[2]+strlen(menustring[2])*10; endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; - if(!tryquit)sprintf (menustring[3], "Back"); - else sprintf (menustring[3], "Quit"); - startx[3]=10; - endx[3]=startx[3]+strlen(menustring[3])*10; + sprintf (menustring[3], "Delete User"); + startx[3]=400; starty[3]=10; + endx[3]=startx[3]+strlen(menustring[3])*10; endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; - sprintf (menustring[4], "Register now!"); - startx[4]=250; + sprintf (menustring[4], "Main Menu"); + startx[4]=5; + starty[4]=10; endx[4]=startx[4]+strlen(menustring[4])*10; - starty[4]=140; endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - sprintf (menustring[5], "Enter registration code!"); - startx[5]=190; + sprintf (menustring[5], "Change User"); + startx[5]=5; endx[5]=startx[5]+strlen(menustring[5])*10; - starty[5]=120; + starty[5]=180; endy[5]=starty[5]+20; - movex[5]=0; - movey[5]=0; + + sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str()); + startx[6]=200; + endx[6]=startx[6]+strlen(menustring[6])*10; + starty[6]=420; + endy[6]=starty[6]+20; + + //World + + sprintf (menustring[NB_CAMPAIGN_MENU_ITEM], "World"); + startx[NB_CAMPAIGN_MENU_ITEM]=30+120; + starty[NB_CAMPAIGN_MENU_ITEM]=30+480-400-50; + endx[NB_CAMPAIGN_MENU_ITEM]=startx[NB_CAMPAIGN_MENU_ITEM]+400; + endy[NB_CAMPAIGN_MENU_ITEM]=30+480-50; + + if((accountactive?accountactive->getCampaignChoicesMade():0)) { + for(i=0;i<(accountactive?accountactive->getCampaignChoicesMade():0);i++) { + sprintf (menustring[NB_CAMPAIGN_MENU_ITEM+1+i], "%s", campaigndescription[levelorder[i]]); + startx[NB_CAMPAIGN_MENU_ITEM+1+i]=30+120+campaignlocationx[levelorder[i]]*400/512; + starty[NB_CAMPAIGN_MENU_ITEM+1+i]=30+30+(512-campaignlocationy[levelorder[i]])*400/512; + endx[NB_CAMPAIGN_MENU_ITEM+1+i]=startx[NB_CAMPAIGN_MENU_ITEM+1+i]+10; + endy[NB_CAMPAIGN_MENU_ITEM+1+i]=starty[NB_CAMPAIGN_MENU_ITEM+1+i]+10; + } + } + + if(campaignchoicenum>0) { + for(i=(accountactive?accountactive->getCampaignChoicesMade():0);i<(accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum;i++){ + sprintf (menustring[NB_CAMPAIGN_MENU_ITEM+1+i], "%s", campaigndescription[levelorder[i]]); + startx[NB_CAMPAIGN_MENU_ITEM+1+i]=30+120+campaignlocationx[campaignchoicewhich[i-((accountactive?accountactive->getCampaignChoicesMade():0))]]*400/512; + starty[NB_CAMPAIGN_MENU_ITEM+1+i]=30+30+(512-campaignlocationy[campaignchoicewhich[i-((accountactive?accountactive->getCampaignChoicesMade():0))]])*400/512; + endx[NB_CAMPAIGN_MENU_ITEM+1+i]=startx[NB_CAMPAIGN_MENU_ITEM+1+i]+10; + endy[NB_CAMPAIGN_MENU_ITEM+1+i]=starty[NB_CAMPAIGN_MENU_ITEM+1+i]+10; + } + } + } - if(mainmenu==15){ - nummenuitems=2; - char temp[255]; + if(mainmenu==6){ + nummenuitems=3; - sprintf (menustring[0], "Thank you for supporting Wolfire Software!"); - startx[0]=100; - starty[0]=270; + sprintf (menustring[0], "Are you sure you want to delete this user?"); + startx[0]=10; + starty[0]=400; endx[0]=startx[0]+strlen(menustring[0])*10; endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - sprintf (menustring[1], "Back"); + sprintf (menustring[1], "Yes"); startx[1]=10; + starty[1]=360; endx[1]=startx[1]+strlen(menustring[1])*10; - starty[1]=10; endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; + + sprintf (menustring[2], "No"); + startx[2]=10; + starty[2]=320; + endx[2]=startx[2]+strlen(menustring[2])*10; + endy[2]=starty[2]+20; + + sprintf (menustring[3], "Extra 4"); + startx[3]=10; + starty[3]=280; + endx[3]=startx[3]+strlen(menustring[3])*10; + endy[3]=starty[3]+20; + + sprintf (menustring[4], "Extra 5"); + startx[4]=10; + starty[4]=240; + endx[4]=startx[4]+strlen(menustring[4])*10; + endy[4]=starty[4]+20; + + sprintf (menustring[5], "Back"); + startx[5]=10; + endx[5]=startx[5]+strlen(menustring[5])*10; + starty[5]=10; + endy[5]=starty[5]+20; } - if(mainmenu==16){ - nummenuitems=5; - char temp[255]; + if(mainmenu==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; + endx[0]=startx[0]+strlen(menustring[0])*10; + endy[0]=starty[0]+20; + + if(entername) + startx[0]+=10; + - sprintf (menustring[0], "Sorry, that name/serial number combination is incorrect."); - startx[0]=40; - starty[0]=270; + num=1; + for(i=0;igetName()); + startx[num]=10; + starty[num]=360-20-20*num; + endx[num]=startx[num]+strlen(menustring[num])*10; + endy[num]=starty[num]+20; + + num++; + } + + sprintf (menustring[num], "Back"); + startx[num]=10; + endx[num]=startx[num]+strlen(menustring[num])*10; + starty[num]=10; + endy[num]=starty[num]+20; + } + if(mainmenu==8){ + nummenuitems=3; + + sprintf (menustring[0], "Easier"); + startx[0]=10; + starty[0]=400; endx[0]=startx[0]+strlen(menustring[0])*10; endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - sprintf (menustring[1], "Back"); + sprintf (menustring[1], "Difficult"); startx[1]=10; + starty[1]=360; endx[1]=startx[1]+strlen(menustring[1])*10; - starty[1]=10; endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - sprintf (menustring[2], "Please make sure you are copying your name and serial"); - startx[2]=50; - starty[2]=240; + sprintf (menustring[2], "Insane"); + startx[2]=10; + starty[2]=320; endx[2]=startx[2]+strlen(menustring[2])*10; endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; + } + if(mainmenu==9){ + nummenuitems=2+numchallengelevels; + char temp[255]; - sprintf (menustring[3], "number exactly as they appear in your email."); - startx[3]=90; - starty[3]=210; - endx[3]=startx[3]+strlen(menustring[3])*10; - endy[3]=starty[3]+20; - movex[3]=0; - movey[3]=0; + for(j=0;jgetHighScore(j)); + strcat(menustring[j],temp); + for(i=18;i<32;i++)if(menustring[j][i]=='\0')menustring[j][i]=' '; + menustring[j][32]='\0'; + sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(j)-(int)(accountactive->getFastTime(j))%60)/60)); + strcat(menustring[j],temp); + if((int)(accountactive->getFastTime(j))%60<10)strcat(menustring[j],"0"); + sprintf (temp, "%d",(int)(accountactive->getFastTime(j))%60); + strcat(menustring[j],temp); + + startx[j]=10; + starty[j]=400-j*25; + endx[j]=startx[j]+strlen(menustring[j])*10; + endy[j]=starty[j]+20; + } - sprintf (menustring[4], "Capitalization and punctuation matter!"); - startx[4]=120; - starty[4]=180; - endx[4]=startx[4]+strlen(menustring[4])*10; - endy[4]=starty[4]+20; - movex[4]=0; - movey[4]=0; - } + sprintf (menustring[numchallengelevels], "Back"); + startx[numchallengelevels]=10; + endx[numchallengelevels]=startx[numchallengelevels]+strlen(menustring[numchallengelevels])*10; + starty[numchallengelevels]=10; + endy[numchallengelevels]=starty[numchallengelevels]+20; + + sprintf (menustring[numchallengelevels+1], " High Score Best Time"); + startx[numchallengelevels+1]=10; + starty[numchallengelevels+1]=440; + endx[numchallengelevels+1]=startx[numchallengelevels+1]+strlen(menustring[numchallengelevels+1])*10; + endy[numchallengelevels+1]=starty[numchallengelevels+1]+20; - if(mainmenu==13){ - nummenuitems=2; + //numchallengelevels=tempncl; + + } + if(mainmenu==10){ + nummenuitems=6; char temp[255]; - sprintf (menustring[0], "Please enter your name:"); - startx[0]=50; - starty[0]=250; + sprintf (menustring[0], "Congratulations!"); + startx[0]=220; + starty[0]=330; endx[0]=startx[0]+strlen(menustring[0])*10; endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - sprintf (menustring[1], "Please enter your name:"); - startx[1]=290; - starty[1]=250; + sprintf (menustring[1], "You have avenged your family and"); + startx[1]=140; + starty[1]=300; endx[1]=startx[1]+strlen(menustring[1])*10; endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - } - if(mainmenu==14){ - nummenuitems=2; - char temp[255]; + sprintf (menustring[2], "restored peace to the island of Lugaru."); + startx[2]=110; + starty[2]=270; + endx[2]=startx[2]+strlen(menustring[2])*10; + endy[2]=starty[2]+20; - sprintf (menustring[0], "Please enter your number:"); - startx[0]=30; - starty[0]=250; + sprintf (menustring[3], "Back"); + startx[3]=10; + endx[3]=startx[3]+strlen(menustring[3])*10; + starty[3]=10; + endy[3]=starty[3]+20; + + for(i=0;i<255;i++)menustring[4][i]='\0'; + sprintf (temp, "Your score:"); + strcpy(menustring[4],temp); + for(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; + endx[4]=startx[4]+strlen(menustring[4])*10; + starty[4]=200; + endy[4]=starty[4]+20; + for(i=0;i<255;i++)menustring[5][i]='\0'; + sprintf (temp, "Highest score:"); + strcpy(menustring[5],temp); + for(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; + endx[5]=startx[5]+strlen(menustring[5])*10; + starty[5]=180; + endy[5]=starty[5]+20; + } + if (mainmenu==18) { + nummenuitems=4; + sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode)); + startx[0]=70; + starty[0]=400; endx[0]=startx[0]+strlen(menustring[0])*10; endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - sprintf (menustring[1], "Please enter your name:"); - startx[1]=290; - starty[1]=250; + + sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation); + startx[1]=10; + starty[1]=360; endx[1]=startx[1]+strlen(menustring[1])*10; endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - /* - char tempstring[256]; - sprintf (tempstring, "%s", registrationname); - long num1; - long num2; - long num3; - long num4; - long long longnum; - longnum = MD5_string ( tempstring); - //longnum = 1111111111111111; - num1 = longnum/100000000; - num2 = longnum%100000000; - sprintf (tempstring, "%d-%d-%d-%d", num1/10000, num1%10000, num2/10000, num2%10000); - - sprintf (menustring[2], "%s", tempstring); - startx[2]=290; - starty[2]=230; + + sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No"); + startx[2]=40; + starty[2]=320; endx[2]=startx[2]+strlen(menustring[2])*10; endy[2]=starty[2]+20; - movex[2]=0; - movey[2]=0; */ + + sprintf (menustring[3], "Back"); + startx[3]=10; + endx[3]=startx[3]+strlen(menustring[3])*10; + starty[3]=10; + endy[3]=starty[3]+20; } + } - if(mainmenu==1||mainmenu==2){ - nummenuitems=7; - startx[0]=150; - starty[0]=480-128; - endx[0]=150+256; - endy[0]=480; - movex[0]=0; - movey[0]=0; - - startx[1]=18; - starty[1]=480-152-32; - endx[1]=18+128; - endy[1]=480-152; - movex[1]=0; - movey[1]=0; - - startx[2]=18; - starty[2]=480-228-32; - endx[2]=2+128; - endy[2]=480-228; - movex[2]=0; - movey[2]=0; - - if(mainmenu==1){ - startx[3]=18; - starty[3]=480-306-32; - endx[3]=22+64; - endy[3]=480-306; - movex[3]=0; - movey[3]=0; - } + if(mainmenu==1||mainmenu==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; - movex[3]=0; - movey[3]=0; - } + if(mainmenu==2){ + startx[3]=18; + starty[3]=480-306-32; + endx[3]=22+128; + endy[3]=480-306; + } - /*startx[4]=150; - starty[4]=480-256; - endx[4]=150+256; - endy[4]=480; - */ - if(anim==0){ - startx[4]=380; - starty[4]=480-140-256; - endx[4]=380+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=145; - starty[5]=480-138-256; - endx[5]=145+256; - endy[5]=480-138; - movex[5]=40; - movey[5]=0; - - startx[6]=254; - starty[6]=480-144-256; - endx[6]=254+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } - if(anim==1){ - startx[4]=180; - starty[4]=480-140-256; - endx[4]=180+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=500; - starty[5]=480-138-256; - endx[5]=500+256; - endy[5]=480-138; - movex[5]=40; - movey[5]=0; - - startx[6]=340; - starty[6]=480-144-256; - endx[6]=340+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } - if(anim==2){ - startx[4]=460; - starty[4]=480-140-256; - endx[4]=460+256; - endy[4]=480-140; - movex[4]=50; - movey[4]=0; - - startx[5]=295; - starty[5]=480-150-256; - endx[5]=295+256; - endy[5]=480-138; - movex[5]=-10; - movey[5]=0; - - startx[6]=204; - starty[6]=480-144-256; - endx[6]=204+256; - endy[6]=480-144; - movex[6]=-30; - movey[6]=0; - } - if(anim==3){ - startx[4]=150; - starty[4]=480-140-256; - endx[4]=200+256; - endy[4]=480-140; - movex[4]=80; - movey[4]=0; - - startx[5]=350; - starty[5]=480-150-256; - endx[5]=350+256; - endy[5]=480-138; - movex[5]=5; - movey[5]=0; - - startx[6]=500; - starty[6]=480-144-256; - endx[6]=500+256; - endy[6]=480-144; - movex[6]=-10; - movey[6]=0; - } - if(anim==4){ - startx[4]=190; - starty[4]=480-100-256; - endx[4]=190+256; - endy[4]=480-100; - movex[4]=-30; - movey[4]=0; - - startx[5]=185; - starty[5]=480-120-256; - endx[5]=185+256; - endy[5]=480-120; - movex[5]=-5; - movey[5]=0; - - startx[6]=400; - starty[6]=480-144-256; - endx[6]=400+256; - endy[6]=480-144; - movex[6]=20; - movey[6]=0; - } + } + + selected=-1; + + for(i=0;istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) && (i!=NB_CAMPAIGN_MENU_ITEM) ) selected=i; } + } - selected=-1; + for(i=0;i1) selectedlong[i]=1; + } else { + selectedlong[i]-=multiplier*5; + if(selectedlong[i]<0) selectedlong[i]=0; + } + offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640); + offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480)); + offsetx[i]*=.06f; + offsety[i]*=.06f; + offsetx[i]=0; + offsety[i]=0; + } + if(mainmenu==1||mainmenu==2){ + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth/2,screenheight/2,0); + glPushMatrix(); + glScalef((float)screenwidth/2,(float)screenheight/2,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(0,0,0,1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glDisable(GL_TEXTURE_2D); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glEnable(GL_BLEND); + glColor4f(0.4,0.4,0.4,1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glPushMatrix(); + glDisable(GL_TEXTURE_2D); + glColor4f(1,0,0,1); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + + } + + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glEnable(GL_TEXTURE_2D); + for(j=0;jstartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) + { + glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); + glTexCoord2f(1,0); + glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); + glTexCoord2f(1,1); + glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); + glTexCoord2f(0,1); + glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); + glEnd(); + glPopMatrix(); } } - - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17) - for(i=0;istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)accountactive->getProgress() && (j0) + { + glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); + if(mainmenu==9&&j>accountactive->getProgress()&&jaccountactive->getProgress()&&j0) - for(i=0;i1)selectedlong[i]=1; - if(selected!=i)selectedlong[i]-=multiplier*5; - if(selectedlong[i]<0)selectedlong[i]=0; - //if(i>=4)selectedlong[i]=.3; - if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0; - } - - if(nummenuitems>0) - for(i=0;i=4&&(mainmenu==1||mainmenu==2)){ - offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2; - offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2; - offsetx[i]*=.06f; - offsety[i]*=.06f; - } - } + 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); + if(j==NB_CAMPAIGN_MENU_ITEM) glColor4f(1,1,1,1); + else glColor4f(1,0,0,1); - if(mainmenu==1||mainmenu==2){ - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(0,0,0,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glDisable(GL_TEXTURE_2D); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - glColor4f(0.4,0.4,0.4,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glPushMatrix(); - 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 + //Draw world, draw map + glTranslatef(2,-5,0); + + if(j>NB_CAMPAIGN_MENU_ITEM&&j=NB_CAMPAIGN_MENU_ITEM+(accountactive?accountactive->getCampaignChoicesMade():0)){ + linestart.x=(startx[6+(accountactive?accountactive->getCampaignChoicesMade():0)]+endx[6+(accountactive?accountactive->getCampaignChoicesMade():0)])/2; + linestart.y=(starty[6+(accountactive?accountactive->getCampaignChoicesMade():0)]+endy[6+(accountactive?accountactive->getCampaignChoicesMade():0)])/2; + } + lineend.x=(startx[j+1]+endx[j+1])/2; + lineend.y=(starty[j+1]+endy[j+1])/2; + offset=lineend-linestart; + fac=offset; + Normalise(&fac); + offset=DoRotation(offset,0,0,90); + Normalise(&offset); + glDisable(GL_TEXTURE_2D); + + if(jgetCampaignChoicesMade():0)){ + 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; + + if(!(j>NB_CAMPAIGN_MENU_ITEM+1+(accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum)){ + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); - glDisable(GL_TEXTURE_2D); - glColor4f(1,0,0,1); - /*glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0,0); - if(anim!=1)glVertex3f(190, 150, 0.0f); - if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f); + glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f); glTexCoord2f(1,0); - glVertex3f(640, 150, 0.0f); + glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f); glTexCoord2f(1,1); - glVertex3f(640, 336, 0.0f); + glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f); glTexCoord2f(0,1); - if(anim!=1)glVertex3f(190, 336, 0.0f); - if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f); + glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f); glEnd(); - glPopMatrix();*/ glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + } + glEnable(GL_TEXTURE_2D); + } - } - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glEnable(GL_TEXTURE_2D); - if(nummenuitems>0) - { - for(j=0;jgetCampaignChoicesMade():0)) glColor4f(0.5,0,0,1); + if(j-NB_CAMPAIGN_MENU_ITEM-1 >= (accountactive?accountactive->getCampaignChoicesMade():0)) glColor4f(1,0,0,1); + if(j==NB_CAMPAIGN_MENU_ITEM) glColor4f(1,1,1,1); + XYZ midpoint; + float itemsize; + itemsize=abs(startx[j]-endx[j])/2; + midpoint=0; + midpoint.x=(startx[j]+endx[j])/2; + midpoint.y=(starty[j]+endy[j])/2; + if (j>NB_CAMPAIGN_MENU_ITEM && + (j-NB_CAMPAIGN_MENU_ITEM-1 < (accountactive?accountactive->getCampaignChoicesMade():0))) { + itemsize*=.5; + } + if(!(j-NB_CAMPAIGN_MENU_ITEM-1 > (accountactive?accountactive->getCampaignChoicesMade():0)+campaignchoicenum)) { - if(j<=3||(mainmenu!=1&&mainmenu!=2)) + 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); + //glDisable(GL_ALPHA_TEST); + if(j<4) glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Black is transparent + for(i=0;i<10;i++) { - //glDisable(GL_BLEND); - glEnable(GL_ALPHA_TEST); - glEnable(GL_BLEND); - //glDisable(GL_ALPHA_TEST); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - if(mainmenu==1||mainmenu==2) + if(1-((float)i)/10-(1-selectedlong[j])>0) { - glColor4f(1,1,1,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0,0); - glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); glTexCoord2f(1,0); - glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); glTexCoord2f(1,1); - glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); glTexCoord2f(0,1); - glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2, 0.0f); glEnd(); glPopMatrix(); - glEnable(GL_BLEND); - //glDisable(GL_ALPHA_TEST); - if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE); - for(i=0;i<10;i++) - { - if(1-((float)i)/10-(1-selectedlong[j])>0) - { - glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,0); - glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,1); - glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(0,1); - glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glEnd(); - glPopMatrix(); - } - } - } - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17) - { - if(mainmenu!=5||j<6) - { - glColor4f(1,0,0,1); - if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,1); - if(mainmenu==9&&j>accountprogress[accountactive]&&jaccountprogress[accountactive]&&j0){ - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - if((mainmenu!=7||j!=0||!entername)&&(mainmenu!=13||j!=1)&&(mainmenu!=14||j!=1))text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480); - else - { - if(displayblink){ - sprintf (string, "_"); - text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480); - } - k=0; - for(l=0;l0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==9&&j>accountprogress[accountactive]&&jaccountprogress[accountactive]&&j6&&j=6+accountcampaignchoicesmade[accountactive]){ - linestart.x=(startx[6+accountcampaignchoicesmade[accountactive]]+endx[6+accountcampaignchoicesmade[accountactive]])/2; - linestart.y=(starty[6+accountcampaignchoicesmade[accountactive]]+endy[6+accountcampaignchoicesmade[accountactive]])/2; - } - lineend.x=(startx[j+1]+endx[j+1])/2; - lineend.y=(starty[j+1]+endy[j+1])/2; - offset=lineend-linestart; - fac=offset; - Normalise(&fac); - offset=DoRotation(offset,0,0,90); - Normalise(&offset); - glDisable(GL_TEXTURE_2D); - - if(j<6+accountcampaignchoicesmade[accountactive]){ - glColor4f(0.5,0,0,1); - startsize=.5; - endsize=.5; - } - if(j>=6+accountcampaignchoicesmade[accountactive]){ - glColor4f(1,0,0,1); - endsize=1; - startsize=.5; - } - - linestart+=fac*4*startsize; - lineend-=fac*4*endsize; - - if(!(j>7+accountcampaignchoicesmade[accountactive]+campaignchoicenum)){ - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f); - glTexCoord2f(1,0); - glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f); - glTexCoord2f(1,1); - glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f); - glTexCoord2f(0,1); - glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f); - glEnd(); - glPopMatrix(); - } - glEnable(GL_TEXTURE_2D); - } - - - if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]); - else glBindTexture( GL_TEXTURE_2D, Mapcircletexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - if(j-7=accountcampaignchoicesmade[accountactive])glColor4f(1,0,0,1); - if(j==6)glColor4f(1,1,1,1); - XYZ midpoint; - float itemsize; - itemsize=abs(startx[j]-endx[j])/2; - midpoint=0; - midpoint.x=(startx[j]+endx[j])/2; - midpoint.y=(starty[j]+endy[j])/2; - if(j>6&&(j-7accountcampaignchoicesmade[accountactive]+campaignchoicenum)) - { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - //glDisable(GL_ALPHA_TEST); - if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE); - for(i=0;i<10;i++) - { - if(1-((float)i)/10-(1-selectedlong[j])>0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glEnd(); - glPopMatrix(); - } - } - } - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - - if(j-7>=accountcampaignchoicesmade[accountactive]){ - //glColor4f(0,0,0,1); - //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480); - //glColor4f(1,0,0,1); - //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); - text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); - glDisable(GL_DEPTH_TEST); - } - } } } } - } - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); - - if(mainmenu==1||mainmenu==2) - if(transition<.1||transition>.9){ - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glPushMatrix(); - glDisable(GL_TEXTURE_2D); - if(transition<.1)glColor4f(1,0,0,1-(transition*10)); - if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10)); - /*glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(190, 150, 0.0f); - glTexCoord2f(1,0); - glVertex3f(640, 150, 0.0f); - glTexCoord2f(1,1); - glVertex3f(640, 336, 0.0f); - glTexCoord2f(0,1); - glVertex3f(190, 336, 0.0f); - glEnd(); - glPopMatrix();*/ - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - } - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glPopMatrix(); - glPushMatrix(); - glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); - glScalef((float)screenwidth/64,(float)screenwidth/64,1); - glTranslatef(1,-1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glColor4f(1,1,1,1); - glBindTexture( GL_TEXTURE_2D, cursortexture); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - - - if(flashamount>0) - { - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){ - tempmult=multiplier; - multiplier=0; - } - + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - //glFlush(); - if(drawmode!=motionblurmode||mainmenu){ - #if !USE_SDL - // this prevents menus from rendering if you hit ESC during - // motion blur sequences...maybe SDL is buffering differently? - if(drawmode!=motionblurmode) - swap_gl_buffers(); - #else - swap_gl_buffers(); - #endif + if(j-NB_CAMPAIGN_MENU_ITEM-1>=(accountactive?accountactive->getCampaignChoicesMade():0)){ + text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); + glDisable(GL_DEPTH_TEST); + } + } + } } + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); + + if(mainmenu==1||mainmenu==2) { + //if(transition<.1||transition>.9) { + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glPushMatrix(); + glDisable(GL_TEXTURE_2D); + //if(transition<.1) + //glColor4f(1,0,0,1-(transition*10)); + //if(transition>.9) + //glColor4f(1,0,0,1-((1-transition)*10)); + glColor4f(1,0,0,1); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + //} + } - //myassert(glGetError() == GL_NO_ERROR); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - //glFlush(); - - weapons.DoStuff(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth/2,screenheight/2,0); + glPushMatrix(); + glScalef((float)screenwidth/2,(float)screenheight/2,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glColor4f(1,1,1,1); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glPopMatrix(); + if(!waiting) { // hide the cursor while waiting for a key + glPushMatrix(); + glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); + glScalef((float)screenwidth/64,(float)screenwidth/64,1); + glTranslatef(1,-1,0); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glColor4f(1,1,1,1); + glBindTexture( GL_TEXTURE_2D, cursortexture); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + } + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); - if(drawtoggle==2)drawtoggle=0; - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - //Jordan fixed your warning! - return 0; + if(flashamount>0) + { + //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay); + 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); + } } -