X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=fd2337d5f759d0027d8b2d74e9dba833756b2163;hb=8265984dce72d262e3865ebad4668d98b5b26d4a;hp=372529299a4dca2f27887cfe224248524ba19084;hpb=7652ad04b0546fa05ff317b66cedb557f1de1d7a;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 3725292..fd2337d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -30,7 +30,7 @@ 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; @@ -171,7 +171,7 @@ void Game::flash() { // shouldn't be that way, these should be attributes and Pe flashdelay=1; } /*********************> DrawGLScene() <*****/ -long long Game::MD5_string (char *string){ +long long Game::MD5_string (char* string){ char temp[256]=""; char temp2[256]=""; long long num=90814; @@ -598,7 +598,7 @@ int Game::DrawGLScene(StereoSide side) glDepthMask(0); - sprites.Draw(); + Sprite::Draw(); if(editorenabled){ glEnable(GL_BLEND); @@ -1667,27 +1667,9 @@ int Game::DrawGLScene(StereoSide side) 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 @@ -1700,12 +1682,6 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -1794,47 +1770,6 @@ int Game::DrawGLScene(StereoSide side) 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);*/ //Awards int numawards; @@ -1847,76 +1782,73 @@ int Game::DrawGLScene(StereoSide side) } 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++; - } + 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; + 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++; + } //Win Screen Won Victory @@ -2270,22 +2202,10 @@ int Game::DrawGLScene(StereoSide side) if(mainmenu==1){ LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0); LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0); - /*if(oldmainmenu==1||oldmainmenu==0){ - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0); - LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0); - loaddistrib=0; - }*/ } if(mainmenu==2){ LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[1],0,0); LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[3],0,0); - /*if(oldmainmenu==2||oldmainmenu==0){ - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0); - LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0); - loaddistrib=0; - }*/ } } if(lastcheck>.5||oldmainmenu!=mainmenu){