]> git.jsancho.org Git - lugaru.git/commitdiff
merging :-)
authorCôme BERNIGAUD <come.bernigaud@gmail.com>
Fri, 21 May 2010 11:56:51 +0000 (13:56 +0200)
committerCôme BERNIGAUD <come.bernigaud@gmail.com>
Fri, 21 May 2010 11:56:51 +0000 (13:56 +0200)
Data/config.txt
Source/GameDraw.cpp
Source/GameTick.cpp
Source/Globals.cpp
Source/OpenGL_Windows.cpp
Source/Settings.cpp
Source/Settings.h

index f613b60c8546c89b9f54af5f5734d578b1423453..fc8049b6bbbeb502301e43deb03acb9542e450b5 100644 (file)
@@ -69,4 +69,6 @@ q
 Attack key:
 mouse1
 Chat key:
-unknown
\ No newline at end of file
+unknown
+Damage bar:
+1
index ea75d51b0eed5a8e5d972dd6fbe3a01ff4dcae03..e01f46ce516c498ce6019bda1c2f8abcfd1ea52a 100644 (file)
@@ -175,6 +175,8 @@ extern float accountcampaigntime[10];
 
 extern bool gamestarted;
 
+extern bool showdamagebar;
+
 extern OPENAL_SAMPLE   *samp[100];
 extern int channels[100];
 extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
@@ -1226,6 +1228,90 @@ int Game::DrawGLScene(void)
                                        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);
index ca8b815ca575164ebd5a745d031ad7d84c92a6a9..14905eefc1b9f388d55b8ee1ec844060c9ca10a5 100644 (file)
@@ -101,6 +101,7 @@ extern bool foliage;
 extern bool trilinear;
 extern bool damageeffects;
 extern bool showpoints;
+extern bool showdamagebar; // (des)activate the damage bar
 extern bool texttoggle;
 extern bool alwaysblur;
 extern float gamespeed;
index 2eae6fbc7979c31da454398c1257935c144ce1c7..dfb570df66db83fe7bec1590087829f6dd4d26ab 100644 (file)
@@ -119,6 +119,7 @@ char mapname[256] = {0};
 bool loadingstuff = 0;
 bool stillloading = 0;
 bool showpoints = 0;
+bool showdamagebar = 0;
 bool alwaysblur = 0;
 bool immediate = 0;
 bool velocityblur = 0;
index 8542abff87f700e0e76a190c4142c4708fc149d9..76f9777e402a7860c1399fbed70fa6e733c8683f 100644 (file)
@@ -567,7 +567,6 @@ Boolean SetUp (Game & game)
                fprintf(stderr, "Failed to load config, creating default\n");
                SaveSettings(game);
        }
-       
        if(kBitsPerPixel!=32&&kBitsPerPixel!=16){
                kBitsPerPixel=16;
        }
index 34cf99fff1ae1ded490e3ee2b8722c2813eeb11e..7f90a0756820941c5ad3b370d636a8e91e656417 100644 (file)
@@ -23,6 +23,7 @@ void DefaultSettings(Game &game) {
        texttoggle=1;
        alwaysblur=0;
        showpoints=0;
+       showdamagebar=0;
        immediate=0;
        velocityblur=0;
        volume = 0.8f;
@@ -117,6 +118,8 @@ void SaveSettings(Game &game) {
        opstream << KeyToChar(game.attackkey);
        opstream << "\nChat key:\n";
        opstream << KeyToChar(game.chatkey);
+       opstream << "\nDamage bar:\n";
+       opstream << showdamagebar;
        opstream.close();
 }
 
@@ -233,6 +236,8 @@ bool LoadSettings(Game &game) {
                } else if ( !strncmp(setting, "Chat key", 8) ) {
                        ipstream >> string;
                        game.chatkey = CharToKey(string);
+               } else if ( !strncmp(setting, "Damage bar", 10) ) {
+                       ipstream >> showdamagebar;
                } else {
                        ipstream >> string;
                        fprintf(stderr, "Unknown config option '%s' with value '%s'. Ignoring.\n", setting, string);
index 88b23e75958bfb37b41c8ee4dcec87d12f51bc51..bae99106a56940d1b5cf3cb60c148e1819a77315 100644 (file)
@@ -23,6 +23,7 @@ extern bool texttoggle;
 extern bool debugmode;
 extern bool vblsync;
 extern bool showpoints;
+extern bool showdamagebar;
 extern bool alwaysblur;
 extern bool immediate;
 extern bool velocityblur;