2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 #include "openal_wrapper.h"
27 extern int environment;
28 extern float texscale;
30 extern Terrain terrain;
31 //extern Sprites sprites;
32 extern float multiplier;
34 extern float viewdistance;
35 extern float fadestart;
36 extern float screenwidth, screenheight;
37 extern int kTextureSize;
38 extern FRUSTUM frustum;
40 extern Objects objects;
42 extern float usermousesensitivity;
44 extern float camerashake;
46 extern float slomodelay;
47 extern bool ismotionblur;
49 extern float blackout;
50 extern bool damageeffects;
52 extern bool texttoggle;
53 extern float blurness;
54 extern float targetblurness;
55 extern float playerdist;
56 extern bool cellophane;
58 extern float flashamount, flashr, flashg, flashb;
59 extern int flashdelay;
61 extern float motionbluramount;
63 extern bool alwaysblur;
65 extern bool tilt2weird;
66 extern bool tiltweird;
68 extern bool proportionweird;
69 extern bool vertexweird[6];
70 extern bool velocityblur;
71 extern bool debugmode;
73 extern int bloodtoggle;
74 extern int difficulty;
77 //extern int texdetail;
78 extern float texdetail;
79 extern bool musictoggle;
80 extern int tutoriallevel;
81 extern float smoketex;
82 extern float tutorialstagetime;
83 extern float tutorialmaxtime;
84 extern int tutorialstage;
85 extern bool againbonus;
86 extern float damagedealt;
87 extern bool invertmouse;
89 extern int numhotspots;
90 extern int killhotspot;
91 extern XYZ hotspot[40];
92 extern int hotspottype[40];
93 extern float hotspotsize[40];
94 extern char hotspottext[40][256];
95 extern int currenthotspot;;
98 extern bool winfreeze;
100 extern float menupulse;
102 extern bool gamestart;
104 extern bool gamestarted;
106 extern bool showdamagebar;
111 int numboundaries = 0;
118 normalmode, motionblurmode, radialzoommode,
119 realmotionblurmode, doublevisionmode, glowmode,
122 void Game::flash() // shouldn't be that way, these should be attributes and Person class should not change rendering.
133 /*********************> DrawGLScene() <*****/
134 int Game::DrawGLScene(StereoSide side)
136 static float texcoordwidth, texcoordheight;
137 static float texviewwidth, texviewheight;
139 static XYZ checkpoint;
140 static float tempmult;
142 static char string[256] = "";
143 static char string2[256] = "";
144 static char string3[256] = "";
145 static int drawmode = 0;
147 if ( stereomode == stereoAnaglyph ) {
150 glColorMask( 0.0, 1.0, 1.0, 1.0 );
153 glColorMask( 1.0, 0.0, 0.0, 1.0 );
159 glColorMask( 1.0, 1.0, 1.0, 1.0 );
161 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
162 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
166 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
167 tempmult = multiplier;
173 numboundaries = mapradius * 2;
174 if (numboundaries > 360)
176 for (int i = 0; i < numboundaries; i++) {
179 boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
188 int olddrawmode = drawmode;
189 if (ismotionblur && !loading) {
190 if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
191 drawmode = motionblurmode;
192 motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
195 if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
196 drawmode = doublevisionmode;
201 if (slomo && !loading) {
203 drawmode = motionblurmode;
204 motionbluramount = .2;
205 slomodelay -= multiplier;
211 if ((!changed && !slomo) || loading) {
212 drawmode = normalmode;
213 if (ismotionblur && (/*fps>100||*/alwaysblur)) {
214 if (olddrawmode != realmotionblurmode)
218 drawmode = realmotionblurmode;
219 } else if (olddrawmode == realmotionblurmode)
225 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
226 drawmode = normalmode;
227 if ((freeze || winfreeze) && ismotionblur && !mainmenu)
228 drawmode = radialzoommode;
230 if (winfreeze || mainmenu)
231 drawmode = normalmode;
234 if (drawmode == glowmode) {
239 DSpContext_FadeGamma(NULL, 200, &color2);
244 drawtoggle = 1 - drawtoggle;
246 if (!texcoordwidth) {
247 texviewwidth = kTextureSize;
248 if (texviewwidth > screenwidth)
249 texviewwidth = screenwidth;
250 texviewheight = kTextureSize;
251 if (texviewheight > screenheight)
252 texviewheight = screenheight;
254 texcoordwidth = screenwidth / kTextureSize;
255 texcoordheight = screenheight / kTextureSize;
256 if (texcoordwidth > 1)
258 if (texcoordheight > 1)
262 glDrawBuffer(GL_BACK);
263 glReadBuffer(GL_BACK);
266 static XYZ terrainlight;
267 static float distance;
268 if (drawmode == normalmode)
269 Game::ReSizeGLScene(90, .1f);
270 if (drawmode != normalmode)
271 glViewport(0, 0, texviewwidth, texviewheight);
272 glDepthFunc(GL_LEQUAL);
274 glAlphaFunc(GL_GREATER, 0.0001f);
275 glEnable(GL_ALPHA_TEST);
276 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
277 glClear(GL_DEPTH_BUFFER_BIT);
279 glMatrixMode (GL_MODELVIEW);
280 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
283 // Move the camera for the current eye's point of view.
284 // Reverse the movement if we're reversing stereo
285 glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
288 if (!cameramode && !freeze && !winfreeze) {
290 glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
292 glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
293 glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
295 if (cameramode || freeze || winfreeze) {
296 glRotatef(pitch, 1, 0, 0);
297 glRotatef(yaw, 0, 1, 0);
300 if (environment == desertenvironment) {
301 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
302 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
304 SetUpLight(&light, 0);
307 //heat blur effect in desert
308 if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
309 blurness = targetblurness;
310 targetblurness = (float)(abs(Random() % 100)) / 40;
312 if (blurness < targetblurness)
313 blurness += multiplier * 5;
315 blurness -= multiplier * 5;
317 if (environment == desertenvironment && detail == 2)
318 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
319 if (environment == desertenvironment) {
320 glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
321 glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
324 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
326 glTranslatef(-viewer.x, -viewer.y, -viewer.z);
327 frustum.GetFrustum();
329 //make shadow decals on terrain and objects
331 static float size, opacity, rotation;
333 for (unsigned k = 0; k < Person::players.size(); k++) {
334 if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
335 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
336 for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
337 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
338 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
340 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
341 if (k != 0 && tutoriallevel == 1) {
342 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
344 terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
345 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
346 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
347 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
348 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
351 if (k != 0 && tutoriallevel == 1) {
352 opacity = .2 + .2 * sin(smoketex * 6 + i);
354 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
359 if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
360 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
361 for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
362 if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
363 if (Person::players[k]->skeleton.free)
364 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
366 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
368 opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
369 if (k != 0 && tutoriallevel == 1) {
370 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
372 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
373 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
374 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
375 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
376 if (Person::players[k]->skeleton.free)
377 point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
379 point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
382 if (k != 0 && tutoriallevel == 1) {
383 opacity = .2 + .2 * sin(smoketex * 6 + i);
385 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
391 if (!Person::players[k]->playerdetail)
392 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
393 point = Person::players[k]->coords;
395 opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
396 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
397 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
398 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
399 point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
402 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
408 glEnable(GL_TEXTURE_2D);
410 glEnable(GL_DEPTH_TEST);
411 glEnable(GL_CULL_FACE);
413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
415 terraintexture.bind();
417 terraintexture2.bind();
419 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
420 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
423 terrain.drawdecals();
426 glEnable(GL_CULL_FACE);
427 glEnable(GL_LIGHTING);
429 glEnable(GL_TEXTURE_2D);
432 glEnable(GL_COLOR_MATERIAL);
447 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
448 glEnable(GL_CULL_FACE);
449 glCullFace(GL_FRONT);
451 for (unsigned k = 0; k < Person::players.size(); k++) {
452 if (k == 0 || tutoriallevel != 1) {
454 glEnable(GL_LIGHTING);
455 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
456 distance = distsq(&viewer, &Person::players[k]->coords);
457 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
458 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
461 if (distance >= .5) {
462 checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
465 if (!Person::players[k]->occluded == 0)
466 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
467 if (i == -1 || Person::players[k]->occluded == 0)
468 i = checkcollide(viewer, checkpoint);
470 Person::players[k]->occluded += 1;
471 Person::players[k]->lastoccluded = i;
473 Person::players[k]->occluded = 0;
475 if (Person::players[k]->occluded < 25)
476 Person::players[k]->DrawSkeleton();
482 if (!cameramode && musictype == stream_fighttheme)
483 playerdist = distsqflat(&Person::players[0]->coords, &viewer);
488 glEnable(GL_TEXTURE_2D);
494 if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) {
495 glAlphaFunc(GL_GREATER, 0.0001f);
497 glDisable(GL_CULL_FACE);
498 glDisable(GL_LIGHTING);
500 glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
501 glRotatef(hawkyaw, 0, 1, 0);
502 glTranslatef(25, 0, 0);
503 distance = distsq(&viewer, &realhawkcoords) * 1.2;
504 glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
505 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
506 glColor4f(light.color[0], light.color[1], light.color[2], 1);
507 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
508 hawk.drawdifftex(hawktexture);
512 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
513 glEnable(GL_CULL_FACE);
514 glCullFace(GL_FRONT);
516 for (unsigned k = 0; k < Person::players.size(); k++) {
517 if (!(k == 0 || tutoriallevel != 1)) {
519 glEnable(GL_LIGHTING);
520 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
521 distance = distsq(&viewer, &Person::players[k]->coords);
522 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
523 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
526 if (distance >= .5) {
527 checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
530 if (!Person::players[k]->occluded == 0)
531 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
532 if (i == -1 || Person::players[k]->occluded == 0)
533 i = checkcollide(viewer, checkpoint);
535 Person::players[k]->occluded += 1;
536 Person::players[k]->lastoccluded = i;
538 Person::players[k]->occluded = 0;
540 if (Person::players[k]->occluded < 25)
541 Person::players[k]->DrawSkeleton();
547 glEnable(GL_TEXTURE_2D);
552 glDisable(GL_COLOR_MATERIAL);
554 glDisable(GL_LIGHTING);
555 glDisable(GL_TEXTURE_2D);
561 //waypoints, pathpoints in editor
564 glDisable(GL_LIGHTING);
565 glDisable(GL_TEXTURE_2D);
566 glDisable(GL_COLOR_MATERIAL);
567 glColor4f(1, 1, 0, 1);
569 for (unsigned k = 0; k < Person::players.size(); k++) {
570 if (Person::players[k]->numwaypoints > 1) {
571 glBegin(GL_LINE_LOOP);
572 for (int i = 0; i < Person::players[k]->numwaypoints; i++) {
573 glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
580 if (numpathpoints > 1) {
581 glColor4f(0, 1, 0, 1);
582 for (unsigned k = 0; int(k) < numpathpoints; k++) {
583 if (numpathpointconnect[k]) {
584 for (int i = 0; i < numpathpointconnect[k]; i++) {
585 glBegin(GL_LINE_LOOP);
586 glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
587 glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
592 glColor4f(1, 1, 1, 1);
595 glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
602 glEnable(GL_TEXTURE_2D);
603 glColor4f(.5, .5, .5, 1);
606 if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) {
607 const char *bonus_name;
608 if (bonus < bonus_count)
609 bonus_name = bonus_names[bonus];
611 bonus_name = "Excellent!"; // When does this happen?
613 glColor4f(0, 0, 0, 1 - bonustime);
614 text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
615 glColor4f(1, 0, 0, 1 - bonustime);
616 text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
618 sprintf (string, "%d", (int)bonusvalue);
619 glColor4f(0, 0, 0, 1 - bonustime);
620 text->glPrintOutline(1024 / 2 - 10 * strlen(string) - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
621 glColor4f(1, 0, 0, 1 - bonustime);
622 text->glPrint(1024 / 2 - 10 * strlen(string), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
623 glColor4f(.5, .5, .5, 1);
626 if (tutoriallevel == 1) {
627 tutorialopac = tutorialmaxtime - tutorialstagetime;
628 if (tutorialopac > 1)
630 if (tutorialopac < 0)
633 sprintf (string, " ");
634 sprintf (string2, " ");
635 sprintf (string3, " ");
636 if (tutorialstage == 0) {
637 sprintf (string, " ");
638 sprintf (string2, " ");
639 sprintf (string3, " ");
641 if (tutorialstage == 1) {
642 sprintf (string, "Welcome to the Lugaru training level!");
643 sprintf (string2, " ");
644 sprintf (string3, " ");
646 if (tutorialstage == 2) {
647 sprintf (string, "BASIC MOVEMENT:");
648 sprintf (string2, " ");
649 sprintf (string3, " ");
651 if (tutorialstage == 3) {
652 sprintf (string, "You can move the mouse to rotate the camera.");
653 sprintf (string2, " ");
654 sprintf (string3, " ");
656 if (tutorialstage == 4) {
657 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));
658 sprintf (string2, "All movement is relative to the camera.");
659 sprintf (string3, " ");
661 if (tutorialstage == 5) {
662 sprintf (string, "Please press %s to jump.", Input::keyToChar(jumpkey));
663 sprintf (string2, "You can hold it longer to jump higher.");
664 sprintf (string3, " ");
666 if (tutorialstage == 6) {
667 sprintf (string, "You can press %s to crouch.", Input::keyToChar(crouchkey));
668 sprintf (string2, "You can jump higher from a crouching position.");
669 sprintf (string3, " ");
671 if (tutorialstage == 7) {
672 sprintf (string, "While running, you can press %s to roll.", Input::keyToChar(crouchkey));
673 sprintf (string2, " ");
674 sprintf (string3, " ");
676 if (tutorialstage == 8) {
677 sprintf (string, "While crouching, you can sneak around silently");
678 sprintf (string2, "using the movement keys.");
679 sprintf (string3, " ");
681 if (tutorialstage == 9) {
682 sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
683 sprintf (string2, "to run animal-style.");
684 sprintf (string3, " ");
686 if (tutorialstage == 10) {
687 sprintf (string, "ADVANCED MOVEMENT:");
688 sprintf (string2, " ");
689 sprintf (string3, " ");
691 if (tutorialstage == 11) {
692 sprintf (string, "When you jump at a wall, you can hold %s again", Input::keyToChar(jumpkey));
693 sprintf (string2, "during impact to perform a walljump.");
694 sprintf (string3, "Be sure to use the movement keys to press against the wall");
696 if (tutorialstage == 12) {
697 sprintf (string, "While in the air, you can press crouch to flip.");
698 sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
699 sprintf (string3, " ");
701 if (tutorialstage == 13) {
702 sprintf (string, "BASIC COMBAT:");
703 sprintf (string2, " ");
704 sprintf (string3, " ");
706 if (tutorialstage == 14) {
707 sprintf (string, "There is now an imaginary enemy");
708 sprintf (string2, "in the middle of the training area.");
709 sprintf (string3, " ");
711 if (tutorialstage == 15) {
712 if (attackkey == MOUSEBUTTON1)
713 sprintf (string, "Click to attack when you are near an enemy.");
715 sprintf (string, "Press %s to attack when you are near an enemy.", Input::keyToChar(attackkey));
716 sprintf (string2, "You can punch by standing still near an enemy and attacking.");
717 sprintf (string3, " ");
719 if (tutorialstage == 16) {
720 sprintf (string, "If you are close, you will perform a weak punch.");
721 sprintf (string2, "The weak punch is excellent for starting attack combinations.");
722 sprintf (string3, " ");
724 if (tutorialstage == 17) {
725 sprintf (string, "Attacking while running results in a spin kick.");
726 sprintf (string2, "This is one of your most powerful ground attacks.");
727 sprintf (string3, " ");
729 if (tutorialstage == 18) {
730 sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
731 sprintf (string2, "This is a very fast attack, and easy to follow up.");
732 sprintf (string3, " ");
734 if (tutorialstage == 19) {
735 sprintf (string, "When an enemy is on the ground, you can deal some extra");
736 sprintf (string2, "damage by running up and drop-kicking him.");
737 sprintf (string3, "(Try knocking them down with a sweep first)");
739 if (tutorialstage == 20) {
740 sprintf (string, "Your most powerful individual attack is the rabbit kick.");
741 if (attackkey == MOUSEBUTTON1)
742 sprintf (string2, "Run at the enemy while holding the mouse button, and press");
744 sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
745 sprintf (string3, "the jump key (%s) to attack.", Input::keyToChar(jumpkey));
747 if (tutorialstage == 21) {
748 sprintf (string, "This attack is devastating if timed correctly.");
749 sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
751 sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
753 sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
755 if (tutorialstage == 22) {
756 sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
757 sprintf (string2, "him instantly. Move close behind this enemy");
758 sprintf (string3, "and attack.");
760 if (tutorialstage == 23) {
761 sprintf (string, "Another important attack is the wall kick. When an enemy");
762 sprintf (string2, "is near a wall, perform a walljump nearby and hold");
763 sprintf (string3, "the attack key during impact with the wall.");
765 if (tutorialstage == 24) {
766 sprintf (string, "You can tackle enemies by running at them animal-style");
767 if (attackkey == MOUSEBUTTON1)
768 sprintf (string2, "and pressing jump (%s) or attack(mouse button).", Input::keyToChar(jumpkey));
770 sprintf (string2, "and pressing jump (%s) or attack(%s).", Input::keyToChar(jumpkey), Input::keyToChar(attackkey));
771 sprintf (string3, "This is especially useful when they are running away.");
773 if (tutorialstage == 25) {
774 sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
775 sprintf (string2, "against enemies with swords or other long weapons.");
776 sprintf (string3, " ");
778 if (tutorialstage == 26) {
779 sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
780 sprintf (string2, " ");
781 sprintf (string3, " ");
783 if (tutorialstage == 27) {
784 sprintf (string, "The enemy can now reverse your attacks.");
785 sprintf (string2, " ");
786 sprintf (string3, " ");
788 if (tutorialstage == 28) {
789 sprintf (string, "If you attack, you will notice that the enemy now sometimes");
790 sprintf (string2, "catches your attack and uses it against you. Hold");
791 sprintf (string3, "crouch (%s) after attacking to escape from reversals.", Input::keyToChar(crouchkey));
793 if (tutorialstage == 29) {
794 sprintf (string, "Try escaping from two more reversals in a row.");
795 sprintf (string2, " ");
796 sprintf (string3, " ");
798 if (tutorialstage == 30) {
799 sprintf (string, "Good!");
800 sprintf (string2, " ");
801 sprintf (string3, " ");
803 if (tutorialstage == 31) {
804 sprintf (string, "To reverse an attack, you must tap crouch (%s) during the", Input::keyToChar(crouchkey));
805 sprintf (string2, "enemy's attack. You must also be close to the enemy;");
806 sprintf (string3, "this is especially important against armed opponents.");
808 if (tutorialstage == 32) {
809 sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime - tutorialstagetime));
810 sprintf (string2, "This imaginary opponents attacks will be highlighted");
811 sprintf (string3, "to make this easier.");
813 if (tutorialstage == 33) {
814 sprintf (string, "Reverse three enemy attacks!");
815 sprintf (string2, " ");
816 sprintf (string3, " ");
818 if (tutorialstage == 34) {
819 sprintf (string, "Reverse two more enemy attacks!");
820 sprintf (string2, " ");
821 sprintf (string3, " ");
823 if (tutorialstage == 35) {
824 sprintf (string, "Reverse one more enemy attack!");
825 sprintf (string2, " ");
826 sprintf (string3, " ");
828 if (tutorialstage == 36) {
829 sprintf (string, "Excellent!");
830 sprintf (string2, " ");
831 sprintf (string3, " ");
833 if (tutorialstage == 37) {
834 sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime - tutorialstagetime));
835 sprintf (string2, "Damage dealt: %d", (int)damagedealt);
836 sprintf (string3, "Damage taken: %d.", (int)damagetaken);
838 if (tutorialstage == 38) {
839 sprintf (string, "WEAPONS:");
840 sprintf (string2, " ");
841 sprintf (string3, " ");
843 if (tutorialstage == 39) {
844 sprintf (string, "There is now an imaginary knife");
845 sprintf (string2, "in the center of the training area.");
846 sprintf (string3, " ");
848 if (tutorialstage == 40) {
849 sprintf (string, "Stand, roll or handspring over the knife");
850 sprintf (string2, "while pressing %s to pick it up.", Input::keyToChar(throwkey));
851 sprintf (string3, "You can crouch and press the same key to drop it again.");
853 if (tutorialstage == 41) {
854 sprintf (string, "You can equip and unequip weapons using the %s key.", Input::keyToChar(drawkey));
855 sprintf (string2, "Sometimes it is best to keep them unequipped to");
856 sprintf (string3, "prevent enemies from taking them. ");
858 if (tutorialstage == 42) {
859 sprintf (string, "The knife is the smallest weapon and the least encumbering.");
860 sprintf (string2, "You can equip or unequip it while standing, crouching,");
861 sprintf (string3, "running or flipping.");
863 if (tutorialstage == 43) {
864 sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
865 sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
866 sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
868 if (tutorialstage == 44) {
869 sprintf (string, "The enemy now has your knife!");
870 sprintf (string2, "Please reverse two of his knife attacks.");
871 sprintf (string3, " ");
873 if (tutorialstage == 45) {
874 sprintf (string, "Please reverse one more of his knife attacks.");
875 sprintf (string2, " ");
876 sprintf (string3, " ");
878 if (tutorialstage == 46) {
879 sprintf (string, "Now he has a sword!");
880 sprintf (string2, "The sword has longer reach than your arms, so you");
881 sprintf (string3, "must move close to reverse the sword slash.");
883 if (tutorialstage == 47) {
884 sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
885 sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
886 sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
888 if (tutorialstage == 48) {
889 sprintf (string, "The staff is like the sword, but has two main attacks.");
890 sprintf (string2, "The standing smash is fast and effective, and the running");
891 sprintf (string3, "spin smash is slower and more powerful.");
893 if (tutorialstage == 49) {
894 sprintf (string, "When facing an enemy, you can throw the knife with %s.", Input::keyToChar(throwkey));
895 sprintf (string2, "It is possible to throw the knife while flipping,");
896 sprintf (string3, "but it is very inaccurate.");
898 if (tutorialstage == 50) {
899 sprintf (string, "You now know everything you can learn from training.");
900 sprintf (string2, "Everything else you must learn from experience!");
901 sprintf (string3, " ");
903 if (tutorialstage == 51) {
904 sprintf (string, "Walk out of the training area to return to the main menu.");
905 sprintf (string2, " ");
906 sprintf (string3, " ");
909 glColor4f(0, 0, 0, tutorialopac);
910 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
911 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
912 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
913 glColor4f(1, 1, 1, tutorialopac);
914 text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
915 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);
916 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);
918 sprintf (string, "Press 'tab' to skip to the next item.");
919 sprintf (string2, "Press escape at any time to");
920 sprintf (string3, "pause or exit the tutorial.");
922 glColor4f(0, 0, 0, 1);
923 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
924 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
925 text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
926 glColor4f(0.5, 0.5, 0.5, 1);
927 text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
928 text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
929 text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
933 if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
935 float closestdist = -1;
937 closest = currenthotspot;
938 for (int i = 0; i < numhotspots; i++) {
939 distance = distsq(&Person::players[0]->coords, &hotspot[i]);
940 if (closestdist == -1 || distance < closestdist) {
941 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
942 closestdist = distance;
948 currenthotspot = closest;
949 if (currenthotspot != -1) {
950 if (hotspottype[closest] <= 10) {
951 if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
952 tutorialstagetime = 0;
954 tutorialopac = tutorialmaxtime - tutorialstagetime;
955 if (tutorialopac > 1)
957 if (tutorialopac < 0)
960 sprintf (string, "%s", hotspottext[closest]);
967 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
968 glColor4f(0, 0, 0, tutorialopac);
969 text->glPrintOutline(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
970 glColor4f(1, 1, 1, tutorialopac);
971 text->glPrint(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
974 if (string[i] == '\0')
981 } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
982 whichdialogue = hotspottype[closest] - 20;
983 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
984 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
985 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
986 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
987 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
988 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
989 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
993 dialoguegonethrough[whichdialogue]++;
994 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
996 if (dialogueboxsound[whichdialogue][indialogue] == 1) whichsoundplay = rabbitchitter;
997 if (dialogueboxsound[whichdialogue][indialogue] == 2) whichsoundplay = rabbitchitter2;
998 if (dialogueboxsound[whichdialogue][indialogue] == 3) whichsoundplay = rabbitpainsound;
999 if (dialogueboxsound[whichdialogue][indialogue] == 4) whichsoundplay = rabbitpain1sound;
1000 if (dialogueboxsound[whichdialogue][indialogue] == 5) whichsoundplay = rabbitattacksound;
1001 if (dialogueboxsound[whichdialogue][indialogue] == 6) whichsoundplay = rabbitattack2sound;
1002 if (dialogueboxsound[whichdialogue][indialogue] == 7) whichsoundplay = rabbitattack3sound;
1003 if (dialogueboxsound[whichdialogue][indialogue] == 8) whichsoundplay = rabbitattack4sound;
1004 if (dialogueboxsound[whichdialogue][indialogue] == 9) whichsoundplay = growlsound;
1005 if (dialogueboxsound[whichdialogue][indialogue] == 10) whichsoundplay = growl2sound;
1006 if (dialogueboxsound[whichdialogue][indialogue] == 11) whichsoundplay = snarlsound;
1007 if (dialogueboxsound[whichdialogue][indialogue] == 12) whichsoundplay = snarl2sound;
1008 if (dialogueboxsound[whichdialogue][indialogue] == 13) whichsoundplay = barksound;
1009 if (dialogueboxsound[whichdialogue][indialogue] == 14) whichsoundplay = bark2sound;
1010 if (dialogueboxsound[whichdialogue][indialogue] == 15) whichsoundplay = bark3sound;
1011 if (dialogueboxsound[whichdialogue][indialogue] == 16) whichsoundplay = barkgrowlsound;
1012 if (dialogueboxsound[whichdialogue][indialogue] == -1) whichsoundplay = fireendsound;
1013 if (dialogueboxsound[whichdialogue][indialogue] == -2) whichsoundplay = firestartsound;
1014 if (dialogueboxsound[whichdialogue][indialogue] == -3) whichsoundplay = consolesuccesssound;
1015 if (dialogueboxsound[whichdialogue][indialogue] == -4) whichsoundplay = consolefailsound;
1016 emit_sound_at(whichsoundplay, Person::players[participantfocus[whichdialogue][indialogue]]->coords);
1022 if (indialogue != -1 && !mainmenu) {
1023 glDisable(GL_DEPTH_TEST);
1024 glDisable(GL_CULL_FACE);
1025 glDisable(GL_LIGHTING);
1026 glDisable(GL_TEXTURE_2D);
1028 glMatrixMode(GL_PROJECTION);
1031 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1032 glMatrixMode(GL_MODELVIEW);
1035 if (dialogueboxlocation[whichdialogue][indialogue] == 1)
1036 glTranslatef(0, screenheight * 3 / 4, 0);
1037 glScalef(screenwidth, screenheight / 4, 1);
1038 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1041 glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7);
1043 glVertex3f(0, 0, 0.0f);
1044 glVertex3f(1, 0, 0.0f);
1045 glVertex3f(1, 1, 0.0f);
1046 glVertex3f(0, 1, 0.0f);
1048 glMatrixMode(GL_PROJECTION);
1050 glMatrixMode(GL_MODELVIEW);
1052 glEnable(GL_DEPTH_TEST);
1053 glEnable(GL_CULL_FACE);
1054 glDisable(GL_BLEND);
1056 glEnable(GL_TEXTURE_2D);
1063 startx = screenwidth * 1 / 5;
1064 if (dialogueboxlocation[whichdialogue][indialogue] == 1)
1065 starty = screenheight / 16 + screenheight * 4 / 5;
1066 if (dialogueboxlocation[whichdialogue][indialogue] == 2)
1067 starty = screenheight * 1 / 5 - screenheight / 16;
1072 for (int i = 0; i < 264; i++) {
1076 for (int i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
1077 tempname[tempnum] = dialoguename[whichdialogue][indialogue][i];
1079 if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0')
1084 tempname[tempnum] = '\0';
1087 sprintf (string, "%s: ", tempname);
1089 if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
1090 glColor4f(0, 0, 0, tutorialopac);
1091 text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
1092 glColor4f(0.7, 0.7, 0.7, tutorialopac);
1093 text->glPrint(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
1095 glColor4f(0, 0, 0, tutorialopac);
1096 text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
1100 for (int i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
1101 tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i];
1102 if (dialoguetext[whichdialogue][indialogue][i] != '#')
1106 sprintf (string, "%s", tempname);
1113 if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
1114 if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
1115 glColor4f(0, 0, 0, tutorialopac);
1116 text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1117 glColor4f(1, 1, 1, tutorialopac);
1118 text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1120 glColor4f(0, 0, 0, tutorialopac);
1121 text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
1125 if (string[i] == '\0')
1134 if (!tutoriallevel && !winfreeze && indialogue == -1 && !mainmenu) {
1137 sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
1139 sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal);
1142 sprintf (string, "Score: %d", (int)bonustotal);
1143 glColor4f(0, 0, 0, 1);
1144 text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768);
1145 glColor4f(1, 0, 0, 1);
1146 text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
1147 if (showdamagebar) {
1148 glDisable(GL_DEPTH_TEST);
1149 glDisable(GL_CULL_FACE);
1150 glDisable(GL_LIGHTING);
1151 glDisable(GL_TEXTURE_2D);
1153 glMatrixMode(GL_PROJECTION);
1156 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1157 glMatrixMode(GL_MODELVIEW);
1160 glTranslatef(15, screenheight * 17.5 / 20, 0);
1161 glScalef(screenwidth / 3 + 20, screenheight / 20, 1);
1162 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1164 glColor4f(0.0, 0.4, 0.0, 0.7);
1165 float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1167 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1168 glVertex3f(1, 0, 0.0f);
1169 glVertex3f(1, 1, 0.0f);
1170 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1172 glColor4f(0.1, 0.0, 0.0, 1);
1173 bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance;
1175 glVertex3f(0, 0, 0.0f);
1176 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1177 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1178 glVertex3f(0, 1, 0.0f);
1180 glColor4f(0.4, 0.0, 0.0, 0.7);
1181 bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
1183 glVertex3f(0, 0, 0.0f);
1184 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1185 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1186 glVertex3f(0, 1, 0.0f);
1188 glColor4f(0.4, 0.0, 0.0, 0.7);
1189 bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance;
1191 glVertex3f(0, 0, 0.0f);
1192 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1193 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1194 glVertex3f(0, 1, 0.0f);
1196 glColor4f(0.4, 0.0, 0.0, 0.7);
1197 bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance;
1199 glVertex3f(0, 0, 0.0f);
1200 glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
1201 glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
1202 glVertex3f(0, 1, 0.0f);
1204 glColor4f(0.0, 0.0, 0.0, 0.7);
1206 glBegin(GL_LINE_STRIP);
1207 glVertex3f(0, 0, 0.0f);
1208 glVertex3f(1, 0, 0.0f);
1209 glVertex3f(1, 1, 0.0f);
1210 glVertex3f(0, 1, 0.0f);
1211 glVertex3f(0, 0, 0.0f);
1214 glMatrixMode(GL_PROJECTION);
1216 glMatrixMode(GL_MODELVIEW);
1218 glEnable(GL_DEPTH_TEST);
1219 glEnable(GL_CULL_FACE);
1220 glDisable(GL_BLEND);
1222 glEnable(GL_TEXTURE_2D);
1224 // writing the numbers :
1225 sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[0]->bloodloss));
1226 glColor4f(0, 0, 0, 1);
1227 text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16 - 40, string, 1, 1.5 * 1.25, 1024, 768);
1228 glColor4f(1, 0, 0, 1);
1229 text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
1233 glColor4f(.5, .5, .5, 1);
1236 if ((texttoggle || editorenabled) && debugmode && !mainmenu) {
1237 sprintf (string, "The framespersecond is %d.", (int)(fps));
1238 text->glPrint(10, 30, string, 0, .8, 1024, 768);
1241 sprintf (string, "Map editor enabled.");
1243 sprintf (string, "Map editor disabled.");
1244 text->glPrint(10, 60, string, 0, .8, 1024, 768);
1245 if (editorenabled) {
1246 sprintf (string, "Object size: %f", editorsize);
1247 text->glPrint(10, 75, string, 0, .8, 1024, 768);
1249 sprintf (string, "Object yaw: %f", editoryaw);
1251 sprintf (string, "Object yaw: Random");
1252 text->glPrint(10, 90, string, 0, .8, 1024, 768);
1253 if (editorpitch >= 0)
1254 sprintf (string, "Object pitch: %f", editorpitch);
1256 sprintf (string, "Object pitch: Random");
1257 text->glPrint(10, 105, string, 0, .8, 1024, 768);
1258 sprintf (string, "Object type: %d", editortype);
1259 text->glPrint(10, 120, string, 0, .8, 1024, 768);
1260 switch (editortype) {
1262 sprintf (string, "(box)");
1265 sprintf (string, "(tree)");
1268 sprintf (string, "(wall)");
1271 sprintf (string, "(weird)");
1274 sprintf (string, "(spike)");
1277 sprintf (string, "(rock)");
1280 sprintf (string, "(bush)");
1283 sprintf (string, "(tunnel)");
1286 sprintf (string, "(chimney)");
1289 sprintf (string, "(platform)");
1292 sprintf (string, "(cool)");
1295 sprintf (string, "(fire)");
1298 text->glPrint(130, 120, string, 0, .8, 1024, 768);
1300 sprintf (string, "Numplayers: %lu", Person::players.size());
1301 text->glPrint(10, 155, string, 0, .8, 1024, 768);
1302 sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->numwaypoints);
1303 text->glPrint(10, 140, string, 0, .8, 1024, 768);
1305 sprintf (string, "Difficulty: %d", difficulty);
1306 text->glPrint(10, 240, string, 0, .8, 1024, 768);
1311 if (drawmode == glowmode) {
1312 glDisable(GL_DEPTH_TEST);
1313 glDisable(GL_CULL_FACE);
1314 glDisable(GL_LIGHTING);
1315 glDisable(GL_TEXTURE_2D);
1317 glMatrixMode(GL_PROJECTION);
1320 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1321 glMatrixMode(GL_MODELVIEW);
1324 glScalef(screenwidth, screenheight, 1);
1325 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1327 glColor4f(0, 0, 0, .5);
1329 glVertex3f(0, 0, 0.0f);
1330 glVertex3f(256, 0, 0.0f);
1331 glVertex3f(256, 256, 0.0f);
1332 glVertex3f(0, 256, 0.0f);
1334 glMatrixMode(GL_PROJECTION);
1336 glMatrixMode(GL_MODELVIEW);
1338 glEnable(GL_DEPTH_TEST);
1339 glEnable(GL_CULL_FACE);
1340 glDisable(GL_BLEND);
1344 if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
1345 glDisable(GL_DEPTH_TEST);
1346 glDisable(GL_CULL_FACE);
1347 glDisable(GL_LIGHTING);
1348 glDisable(GL_TEXTURE_2D);
1350 glMatrixMode(GL_PROJECTION);
1353 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1354 glMatrixMode(GL_MODELVIEW);
1357 glScalef(screenwidth, screenheight, 1);
1358 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1360 if (Person::players[0]->dead)
1361 blackout += multiplier * 3;
1362 if (Person::players[0]->dead == 1)
1364 if (Person::players[0]->dead == 2 && blackout > .6)
1366 glColor4f(0, 0, 0, blackout);
1367 if (!Person::players[0]->dead) {
1368 if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
1369 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
1370 blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
1372 glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
1373 blackout = Person::players[0]->blooddimamount * .3;
1377 glColor4f(.7, 0, 0, .2);
1379 glVertex3f(0, 0, 0.0f);
1380 glVertex3f(256, 0, 0.0f);
1381 glVertex3f(256, 256, 0.0f);
1382 glVertex3f(0, 256, 0.0f);
1384 glMatrixMode(GL_PROJECTION);
1386 glMatrixMode(GL_MODELVIEW);
1388 glEnable(GL_DEPTH_TEST);
1389 glEnable(GL_CULL_FACE);
1390 glDisable(GL_BLEND);
1394 if (flashamount > 0 && damageeffects) {
1395 if (flashamount > 1)
1397 if (flashdelay <= 0)
1398 flashamount -= multiplier;
1400 if (flashamount < 0)
1402 glDisable(GL_DEPTH_TEST);
1403 glDisable(GL_CULL_FACE);
1404 glDisable(GL_LIGHTING);
1406 glMatrixMode(GL_PROJECTION);
1409 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1410 glMatrixMode(GL_MODELVIEW);
1413 glScalef(screenwidth, screenheight, 1);
1414 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1416 glColor4f(flashr, flashg, flashb, flashamount);
1418 glVertex3f(0, 0, 0.0f);
1419 glVertex3f(256, 0, 0.0f);
1420 glVertex3f(256, 256, 0.0f);
1421 glVertex3f(0, 256, 0.0f);
1423 glMatrixMode(GL_PROJECTION);
1425 glMatrixMode(GL_MODELVIEW);
1427 glEnable(GL_DEPTH_TEST);
1428 glEnable(GL_CULL_FACE);
1429 glDisable(GL_BLEND);
1435 glEnable(GL_TEXTURE_2D);
1436 glColor4f(1, 1, 1, 1);
1437 for (unsigned i = 1; i < 15; i++)
1438 if (displaytime[i] < 4)
1439 for (unsigned j = 0; j < displaytext[i].size(); j++) {
1440 glColor4f(1, 1, 1, 4 - displaytime[i]);
1441 sprintf (string, "%c", displaytext[i][j]);
1442 text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
1446 if (difficulty < 2 && indialogue == -1) { // minimap
1447 float mapviewdist = 20000;
1449 glDisable(GL_DEPTH_TEST);
1450 glColor3f (1.0, 1.0, 1.0); // no coloring
1452 glEnable(GL_TEXTURE_2D);
1453 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1454 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1455 glDisable(GL_DEPTH_TEST);
1456 glDisable(GL_CULL_FACE);
1457 glDisable(GL_LIGHTING);
1459 glMatrixMode(GL_PROJECTION);
1462 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1463 glMatrixMode(GL_MODELVIEW);
1466 glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
1467 glTranslatef(1.75, .25, 0);
1468 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1470 glColor4f(1, 1, 1, 1);
1476 int numliveplayers = 0;
1478 for (unsigned i = 0; i < Person::players.size(); i++) {
1479 if (!Person::players[i]->dead)
1485 for (int i = 0; i < objects.numobjects; i++) {
1486 if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) {
1487 center += objects.position[i];
1491 for (unsigned i = 0; i < Person::players.size(); i++) {
1492 if (!Person::players[i]->dead)
1493 center += Person::players[i]->coords;
1495 center /= numadd + numliveplayers;
1497 center = Person::players[0]->coords;
1499 float maxdistance = 0;
1501 //~ int whichclosest;
1502 for (int i = 0; i < objects.numobjects; i++) {
1503 tempdist = distsq(¢er, &objects.position[i]);
1504 if (tempdist > maxdistance) {
1506 maxdistance = tempdist;
1509 for (unsigned i = 0; i < Person::players.size(); i++) {
1510 if (!Person::players[i]->dead) {
1511 tempdist = distsq(¢er, &Person::players[i]->coords);
1512 if (tempdist > maxdistance) {
1514 maxdistance = tempdist;
1518 radius = fast_sqrt(maxdistance);
1522 glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
1524 glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
1526 glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
1527 glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
1528 for (int i = 0; i < objects.numobjects; i++) {
1529 if (objects.type[i] == treetrunktype) {
1530 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1531 if (distcheck < mapviewdist) {
1532 Mapcircletexture.bind();
1533 glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
1535 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1536 glRotatef(objects.yaw[i], 0, 0, 1);
1537 glScalef(.003, .003, .003);
1540 glVertex3f(-1, -1, 0.0f);
1542 glVertex3f(1, -1, 0.0f);
1544 glVertex3f(1, 1, 0.0f);
1546 glVertex3f(-1, 1, 0.0f);
1551 if (objects.type[i] == boxtype) {
1552 distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
1553 if (distcheck < mapviewdist) {
1554 Mapboxtexture.bind();
1555 glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
1557 glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
1558 glRotatef(objects.yaw[i], 0, 0, 1);
1559 glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
1562 glVertex3f(-1, -1, 0.0f);
1564 glVertex3f(1, -1, 0.0f);
1566 glVertex3f(1, 1, 0.0f);
1568 glVertex3f(-1, 1, 0.0f);
1574 if (editorenabled) {
1575 Mapcircletexture.bind();
1576 for (int i = 0; i < numboundaries; i++) {
1577 glColor4f(0, 0, 0, opac / 3);
1579 glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
1580 glScalef(.002, .002, .002);
1583 glVertex3f(-1, -1, 0.0f);
1585 glVertex3f(1, -1, 0.0f);
1587 glVertex3f(1, 1, 0.0f);
1589 glVertex3f(-1, 1, 0.0f);
1594 for (unsigned i = 0; i < Person::players.size(); i++) {
1595 distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
1596 if (distcheck < mapviewdist) {
1598 Maparrowtexture.bind();
1600 glColor4f(1, 1, 1, opac);
1601 else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
1602 glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
1603 else if (Person::players[i]->dead)
1604 glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
1605 else if (Person::players[i]->aitype == attacktypecutoff)
1606 glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
1607 else if (Person::players[i]->aitype == passivetype)
1608 glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
1610 glColor4f(1, 1, 0, 1);
1611 glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
1612 glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
1613 glScalef(.005, .005, .005);
1616 glVertex3f(-1, -1, 0.0f);
1618 glVertex3f(1, -1, 0.0f);
1620 glVertex3f(1, 1, 0.0f);
1622 glVertex3f(-1, 1, 0.0f);
1628 glDisable(GL_TEXTURE_2D);
1629 glMatrixMode(GL_PROJECTION);
1631 glMatrixMode(GL_MODELVIEW);
1633 glEnable(GL_DEPTH_TEST);
1634 glEnable(GL_CULL_FACE);
1635 glDisable(GL_BLEND);
1639 if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
1640 glDisable(GL_DEPTH_TEST);
1641 glDisable(GL_CULL_FACE);
1642 glDisable(GL_LIGHTING);
1643 glDisable(GL_TEXTURE_2D);
1645 glMatrixMode(GL_PROJECTION);
1648 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1649 glMatrixMode(GL_MODELVIEW);
1652 glScalef(screenwidth, screenheight, 1);
1653 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1655 glColor4f(0, 0, 0, .7);
1657 glVertex3f(0, 0, 0.0f);
1658 glVertex3f(256, 0, 0.0f);
1659 glVertex3f(256, 256, 0.0f);
1660 glVertex3f(0, 256, 0.0f);
1662 glMatrixMode(GL_PROJECTION);
1664 glMatrixMode(GL_MODELVIEW);
1666 glEnable(GL_DEPTH_TEST);
1667 glEnable(GL_CULL_FACE);
1668 glDisable(GL_BLEND);
1672 glDisable(GL_DEPTH_TEST);
1673 glColor3f (1.0, 1.0, 1.0); // no coloring
1675 glEnable(GL_TEXTURE_2D);
1680 glEnable(GL_TEXTURE_2D);
1681 glColor4f(1, 1, 1, 1);
1682 sprintf (string, "Loading...");
1683 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
1686 //if(ismotionblur)drawmode=motionblurmode;
1687 drawmode = normalmode;
1690 if (winfreeze && !campaign) {
1691 glDisable(GL_DEPTH_TEST);
1692 glDisable(GL_CULL_FACE);
1693 glDisable(GL_LIGHTING);
1694 glDisable(GL_TEXTURE_2D);
1696 glMatrixMode(GL_PROJECTION);
1699 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1700 glMatrixMode(GL_MODELVIEW);
1703 glScalef(screenwidth, screenheight, 1);
1704 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1706 glColor4f(0, 0, 0, .4);
1708 glVertex3f(0, 0, 0.0f);
1709 glVertex3f(256, 0, 0.0f);
1710 glVertex3f(256, 256, 0.0f);
1711 glVertex3f(0, 256, 0.0f);
1713 glMatrixMode(GL_PROJECTION);
1715 glMatrixMode(GL_MODELVIEW);
1717 glEnable(GL_DEPTH_TEST);
1718 glEnable(GL_CULL_FACE);
1719 glDisable(GL_BLEND);
1723 glDisable(GL_DEPTH_TEST);
1724 glColor3f (1.0, 1.0, 1.0); // no coloring
1726 glEnable(GL_TEXTURE_2D);
1728 //Win Screen Won Victory
1730 glEnable(GL_TEXTURE_2D);
1731 glColor4f(1, 1, 1, 1);
1732 sprintf (string, "Level Cleared!");
1733 text->glPrintOutlined(1024 / 2 - strlen(string) * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
1735 sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal));
1736 text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
1739 sprintf (string, "Press Escape or Space to continue");
1741 sprintf (string, "Press Escape to return to menu or Space to continue");
1742 text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
1746 for (int i = 0; i < 255; i++)
1748 sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
1749 strcat(string, temp);
1750 if ((int)(leveltime) % 60 < 10)
1751 strcat(string, "0");
1752 sprintf (temp, "%d", (int)(leveltime) % 60);
1753 strcat(string, temp);
1754 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
1757 int awards[award_count];
1758 int numawards = award_awards(awards);
1760 for (int i = 0; i < numawards && i < 6; i++)
1761 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
1764 if (drawmode != normalmode) {
1765 glEnable(GL_TEXTURE_2D);
1767 if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
1768 if (screentexture) {
1770 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1771 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1772 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1773 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1774 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1775 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1776 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1778 glBindTexture( GL_TEXTURE_2D, screentexture);
1779 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1782 if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
1783 if (screentexture2) {
1784 glBindTexture( GL_TEXTURE_2D, screentexture2);
1785 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1787 if (!screentexture2) {
1788 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1790 glGenTextures( 1, &screentexture2 );
1791 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1793 glEnable(GL_TEXTURE_2D);
1794 glBindTexture( GL_TEXTURE_2D, screentexture2);
1795 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1796 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1798 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1804 glClear(GL_DEPTH_BUFFER_BIT);
1805 Game::ReSizeGLScene(90, .1f);
1806 glViewport(0, 0, screenwidth, screenheight);
1808 if (drawmode != normalmode) {
1809 glDisable(GL_DEPTH_TEST);
1810 if (drawmode == motionblurmode) {
1811 glDrawBuffer(GL_FRONT);
1812 glReadBuffer(GL_BACK);
1814 glColor3f (1.0, 1.0, 1.0); // no coloring
1816 glEnable(GL_TEXTURE_2D);
1817 glBindTexture( GL_TEXTURE_2D, screentexture);
1818 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1819 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1820 glDisable(GL_DEPTH_TEST);
1821 glDisable(GL_CULL_FACE);
1822 glDisable(GL_LIGHTING);
1824 glMatrixMode(GL_PROJECTION);
1827 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1828 glMatrixMode(GL_MODELVIEW);
1831 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1832 glTranslatef(1, 1, 0);
1833 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1835 if (drawmode == motionblurmode) {
1836 if (motionbluramount < .2)
1837 motionbluramount = .2;
1838 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
1839 glColor4f(1, 1, 1, motionbluramount);
1843 glVertex3f(-1, -1, 0.0f);
1844 glTexCoord2f(texcoordwidth, 0);
1845 glVertex3f(1, -1, 0.0f);
1846 glTexCoord2f(texcoordwidth, texcoordheight);
1847 glVertex3f(1, 1, 0.0f);
1848 glTexCoord2f(0, texcoordheight);
1849 glVertex3f(-1, 1, 0.0f);
1853 if (drawmode == realmotionblurmode) {
1854 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1855 glClear(GL_COLOR_BUFFER_BIT);
1856 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1857 glBindTexture( GL_TEXTURE_2D, screentexture);
1858 glColor4f(1, 1, 1, .5);
1862 glVertex3f(-1, -1, 0.0f);
1863 glTexCoord2f(texcoordwidth, 0);
1864 glVertex3f(1, -1, 0.0f);
1865 glTexCoord2f(texcoordwidth, texcoordheight);
1866 glVertex3f(1, 1, 0.0f);
1867 glTexCoord2f(0, texcoordheight);
1868 glVertex3f(-1, 1, 0.0f);
1871 glBindTexture( GL_TEXTURE_2D, screentexture2);
1872 glColor4f(1, 1, 1, .5);
1876 glVertex3f(-1, -1, 0.0f);
1877 glTexCoord2f(texcoordwidth, 0);
1878 glVertex3f(1, -1, 0.0f);
1879 glTexCoord2f(texcoordwidth, texcoordheight);
1880 glVertex3f(1, 1, 0.0f);
1881 glTexCoord2f(0, texcoordheight);
1882 glVertex3f(-1, 1, 0.0f);
1885 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1887 if (drawmode == doublevisionmode) {
1888 static float crosseyedness;
1889 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
1890 if (crosseyedness > 1)
1892 if (crosseyedness < 0)
1894 glColor4f(1, 1, 1, 1);
1895 glDisable(GL_BLEND);
1900 glVertex3f(-1, -1, 0.0f);
1901 glTexCoord2f(texcoordwidth, 0);
1902 glVertex3f(1, -1, 0.0f);
1903 glTexCoord2f(texcoordwidth, texcoordheight);
1904 glVertex3f(1, 1, 0.0f);
1905 glTexCoord2f(0, texcoordheight);
1906 glVertex3f(-1, 1, 0.0f);
1909 if (crosseyedness) {
1910 glColor4f(1, 1, 1, .5);
1913 glTranslatef(.015 * crosseyedness, 0, 0);
1917 glVertex3f(-1, -1, 0.0f);
1918 glTexCoord2f(texcoordwidth, 0);
1919 glVertex3f(1, -1, 0.0f);
1920 glTexCoord2f(texcoordwidth, texcoordheight);
1921 glVertex3f(1, 1, 0.0f);
1922 glTexCoord2f(0, texcoordheight);
1923 glVertex3f(-1, 1, 0.0f);
1928 if (drawmode == glowmode) {
1929 glColor4f(.5, .5, .5, .5);
1931 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1933 glTranslatef(.01, 0, 0);
1936 glVertex3f(-1, -1, 0.0f);
1937 glTexCoord2f(texcoordwidth, 0);
1938 glVertex3f(1, -1, 0.0f);
1939 glTexCoord2f(texcoordwidth, texcoordheight);
1940 glVertex3f(1, 1, 0.0f);
1941 glTexCoord2f(0, texcoordheight);
1942 glVertex3f(-1, 1, 0.0f);
1946 glTranslatef(-.01, 0, 0);
1949 glVertex3f(-1, -1, 0.0f);
1950 glTexCoord2f(texcoordwidth, 0);
1951 glVertex3f(1, -1, 0.0f);
1952 glTexCoord2f(texcoordwidth, texcoordheight);
1953 glVertex3f(1, 1, 0.0f);
1954 glTexCoord2f(0, texcoordheight);
1955 glVertex3f(-1, 1, 0.0f);
1959 glTranslatef(.0, .01, 0);
1962 glVertex3f(-1, -1, 0.0f);
1963 glTexCoord2f(texcoordwidth, 0);
1964 glVertex3f(1, -1, 0.0f);
1965 glTexCoord2f(texcoordwidth, texcoordheight);
1966 glVertex3f(1, 1, 0.0f);
1967 glTexCoord2f(0, texcoordheight);
1968 glVertex3f(-1, 1, 0.0f);
1972 glTranslatef(0, -.01, 0);
1975 glVertex3f(-1, -1, 0.0f);
1976 glTexCoord2f(texcoordwidth, 0);
1977 glVertex3f(1, -1, 0.0f);
1978 glTexCoord2f(texcoordwidth, texcoordheight);
1979 glVertex3f(1, 1, 0.0f);
1980 glTexCoord2f(0, texcoordheight);
1981 glVertex3f(-1, 1, 0.0f);
1985 if (drawmode == radialzoommode) {
1986 for (int i = 0; i < 3; i++) {
1987 //glRotatef((float)i*.1,0,0,1);
1988 glColor4f(1, 1, 1, 1 / ((float)i + 1));
1990 glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
1993 glVertex3f(-1, -1, 0.0f);
1994 glTexCoord2f(texcoordwidth, 0);
1995 glVertex3f(1, -1, 0.0f);
1996 glTexCoord2f(texcoordwidth, texcoordheight);
1997 glVertex3f(1, 1, 0.0f);
1998 glTexCoord2f(0, texcoordheight);
1999 glVertex3f(-1, 1, 0.0f);
2004 glDisable(GL_TEXTURE_2D);
2005 glMatrixMode(GL_PROJECTION);
2007 glMatrixMode(GL_MODELVIEW);
2009 glEnable(GL_DEPTH_TEST);
2010 glEnable(GL_CULL_FACE);
2011 glDisable(GL_BLEND);
2016 glEnable(GL_TEXTURE_2D);
2017 glColor4f(1, 1, 1, 1);
2019 if (consoleselected >= 60)
2020 offset = consoleselected - 60;
2021 sprintf (string, " ]");
2022 text->glPrint(10, 30, string, 0, 1, 1024, 768);
2024 sprintf (string, "_");
2025 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
2027 for (unsigned i = 0; i < 15; i++)
2028 for (unsigned j = 0; j < consoletext[i].size(); j++) {
2029 glColor4f(1, 1, 1, 1 - (float)(i) / 16);
2030 sprintf (string, "%c", consoletext[i][j]);
2031 text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
2036 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2037 multiplier = tempmult;
2044 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2045 tempmult = multiplier;
2050 if ( side == stereoRight || side == stereoCenter ) {
2051 if (drawmode != motionblurmode || mainmenu) {
2056 //myassert(glGetError() == GL_NO_ERROR);
2057 glDrawBuffer(GL_BACK);
2058 glReadBuffer(GL_BACK);
2063 if (drawtoggle == 2)
2066 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2067 multiplier = tempmult;
2069 //Jordan fixed your warning!
2075 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2078 glDrawBuffer(GL_BACK);
2079 glReadBuffer(GL_BACK);
2080 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2081 Game::ReSizeGLScene(90, .1f);
2083 //draw menu background
2084 glClear(GL_DEPTH_BUFFER_BIT);
2085 glEnable(GL_ALPHA_TEST);
2086 glAlphaFunc(GL_GREATER, 0.001f);
2087 glEnable(GL_TEXTURE_2D);
2088 glDisable(GL_DEPTH_TEST);
2089 glDisable(GL_CULL_FACE);
2090 glDisable(GL_LIGHTING);
2092 glMatrixMode(GL_PROJECTION);
2095 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2096 glMatrixMode(GL_MODELVIEW);
2099 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2101 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2103 glDisable(GL_BLEND);
2104 glColor4f(0, 0, 0, 1.0);
2105 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2106 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2107 glDisable(GL_TEXTURE_2D);
2109 glVertex3f(-1, -1, 0);
2110 glVertex3f(+1, -1, 0);
2111 glVertex3f(+1, +1, 0);
2112 glVertex3f(-1, +1, 0);
2115 glColor4f(0.4, 0.4, 0.4, 1.0);
2116 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2117 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2118 glEnable(GL_TEXTURE_2D);
2119 Game::Mainmenuitems[4].bind();
2122 glVertex3f(-1, -1, 0);
2124 glVertex3f(+1, -1, 0);
2126 glVertex3f(+1, +1, 0);
2128 glVertex3f(-1, +1, 0);
2132 glMatrixMode(GL_PROJECTION);
2134 glMatrixMode(GL_MODELVIEW);
2138 glMatrixMode(GL_PROJECTION);
2141 glOrtho(0, 640, 0, 480, -100, 100);
2142 glMatrixMode(GL_MODELVIEW);
2145 glEnable(GL_TEXTURE_2D);
2150 glMatrixMode(GL_PROJECTION);
2152 glMatrixMode(GL_MODELVIEW);
2155 glMatrixMode(GL_PROJECTION);
2158 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2159 glMatrixMode(GL_MODELVIEW);
2162 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2164 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2165 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167 glEnable(GL_TEXTURE_2D);
2168 glColor4f(1, 1, 1, 1);
2169 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2170 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2172 if (!Game::waiting) { // hide the cursor while waiting for a key
2174 glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
2175 glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
2176 glTranslatef(1, -1, 0);
2177 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2178 glColor4f(1, 1, 1, 1);
2179 Game::cursortexture.bind();
2181 //glScalef(.25,.25,.25);
2184 glVertex3f(-1, -1, 0.0f);
2186 glVertex3f(1, -1, 0.0f);
2188 glVertex3f(1, 1, 0.0f);
2190 glVertex3f(-1, 1, 0.0f);
2196 glMatrixMode(GL_PROJECTION);
2201 if (flashamount > 0) {
2202 if (flashamount > 1)
2204 if (flashdelay <= 0)
2205 flashamount -= multiplier;
2207 if (flashamount < 0)
2209 glDisable(GL_DEPTH_TEST);
2210 glDisable(GL_CULL_FACE);
2211 glDisable(GL_LIGHTING);
2212 glDisable(GL_TEXTURE_2D);
2214 glMatrixMode(GL_PROJECTION);
2217 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2218 glMatrixMode(GL_MODELVIEW);
2221 glScalef(screenwidth, screenheight, 1);
2222 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2224 glColor4f(flashr, flashg, flashb, flashamount);
2226 glVertex3f(0, 0, 0.0f);
2227 glVertex3f(256, 0, 0.0f);
2228 glVertex3f(256, 256, 0.0f);
2229 glVertex3f(0, 256, 0.0f);
2231 glMatrixMode(GL_PROJECTION);
2233 glMatrixMode(GL_MODELVIEW);
2235 glEnable(GL_DEPTH_TEST);
2236 glEnable(GL_CULL_FACE);
2237 glDisable(GL_BLEND);