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
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program 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.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "openal_wrapper.h"
29 extern int environment;
30 extern float texscale;
32 extern Terrain terrain;
33 //extern Sprites sprites;
34 extern float multiplier;
36 extern float viewdistance;
37 extern float fadestart;
38 extern float screenwidth, screenheight;
39 extern int kTextureSize;
40 extern FRUSTUM frustum;
42 extern Objects objects;
44 extern float usermousesensitivity;
46 extern float camerashake;
48 extern float slomodelay;
49 extern bool ismotionblur;
51 extern float blackout;
52 extern bool damageeffects;
54 extern bool texttoggle;
55 extern float blurness;
56 extern float targetblurness;
57 extern float playerdist;
58 extern bool cellophane;
60 extern float flashamount, flashr, flashg, flashb;
61 extern int flashdelay;
63 extern float motionbluramount;
65 extern bool alwaysblur;
67 extern bool tilt2weird;
68 extern bool tiltweird;
70 extern bool proportionweird;
71 extern bool vertexweird[6];
72 extern bool velocityblur;
73 extern bool debugmode;
75 extern int bloodtoggle;
76 extern int difficulty;
79 //extern int texdetail;
80 extern float texdetail;
81 extern bool musictoggle;
82 extern int tutoriallevel;
83 extern float smoketex;
84 extern float tutorialstagetime;
85 extern float tutorialmaxtime;
86 extern int tutorialstage;
87 extern bool againbonus;
88 extern float damagedealt;
89 extern bool invertmouse;
91 extern int numhotspots;
92 extern int killhotspot;
93 extern XYZ hotspot[40];
94 extern int hotspottype[40];
95 extern float hotspotsize[40];
96 extern char hotspottext[40][256];
97 extern int currenthotspot;;
100 extern bool winfreeze;
102 extern float menupulse;
104 extern bool gamestart;
106 extern bool gamestarted;
108 extern bool showdamagebar;
113 int numboundaries = 0;
120 normalmode, motionblurmode, radialzoommode,
121 realmotionblurmode, doublevisionmode, glowmode,
124 void Game::flash() // shouldn't be that way, these should be attributes and Person class should not change rendering.
135 /*********************> DrawGLScene() <*****/
136 int Game::DrawGLScene(StereoSide side)
138 static float texcoordwidth, texcoordheight;
139 static float texviewwidth, texviewheight;
141 static XYZ checkpoint;
142 static float tempmult;
144 static char string[256] = "";
145 static char string2[256] = "";
146 static char string3[256] = "";
147 static int drawmode = 0;
149 if ( stereomode == stereoAnaglyph ) {
152 glColorMask( 0.0, 1.0, 1.0, 1.0 );
155 glColorMask( 1.0, 0.0, 0.0, 1.0 );
161 glColorMask( 1.0, 1.0, 1.0, 1.0 );
163 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
164 glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
168 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
169 tempmult = multiplier;
175 numboundaries = mapradius * 2;
176 if (numboundaries > 360)
178 for (i = 0; i < numboundaries; i++) {
181 boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
190 int olddrawmode = drawmode;
191 if (ismotionblur && !loading) {
192 if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
193 drawmode = motionblurmode;
194 motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
197 if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
198 drawmode = doublevisionmode;
203 if (slomo && !loading) {
205 drawmode = motionblurmode;
206 motionbluramount = .2;
207 slomodelay -= multiplier;
213 if ((!changed && !slomo) || loading) {
214 drawmode = normalmode;
215 if (ismotionblur && (/*fps>100||*/alwaysblur)) {
216 if (olddrawmode != realmotionblurmode)
220 drawmode = realmotionblurmode;
221 } else if (olddrawmode == realmotionblurmode)
227 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
228 drawmode = normalmode;
229 if ((freeze || winfreeze) && ismotionblur && !mainmenu)
230 drawmode = radialzoommode;
232 if (winfreeze || mainmenu)
233 drawmode = normalmode;
236 if (drawmode == glowmode) {
241 DSpContext_FadeGamma(NULL, 200, &color2);
246 drawtoggle = 1 - drawtoggle;
248 if (!texcoordwidth) {
249 texviewwidth = kTextureSize;
250 if (texviewwidth > screenwidth)
251 texviewwidth = screenwidth;
252 texviewheight = kTextureSize;
253 if (texviewheight > screenheight)
254 texviewheight = screenheight;
256 texcoordwidth = screenwidth / kTextureSize;
257 texcoordheight = screenheight / kTextureSize;
258 if (texcoordwidth > 1)
260 if (texcoordheight > 1)
264 glDrawBuffer(GL_BACK);
265 glReadBuffer(GL_BACK);
268 static XYZ terrainlight;
269 static float distance;
270 if (drawmode == normalmode)
271 Game::ReSizeGLScene(90, .1f);
272 if (drawmode != normalmode)
273 glViewport(0, 0, texviewwidth, texviewheight);
274 glDepthFunc(GL_LEQUAL);
276 glAlphaFunc(GL_GREATER, 0.0001f);
277 glEnable(GL_ALPHA_TEST);
278 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
279 glClear(GL_DEPTH_BUFFER_BIT);
281 glMatrixMode (GL_MODELVIEW);
282 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
285 // Move the camera for the current eye's point of view.
286 // Reverse the movement if we're reversing stereo
287 glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
290 if (!cameramode && !freeze && !winfreeze) {
292 glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
294 glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
295 glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
297 if (cameramode || freeze || winfreeze) {
298 glRotatef(pitch, 1, 0, 0);
299 glRotatef(yaw, 0, 1, 0);
302 if (environment == desertenvironment) {
303 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
304 glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
306 SetUpLight(&light, 0);
309 //heat blur effect in desert
310 if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
311 blurness = targetblurness;
312 targetblurness = (float)(abs(Random() % 100)) / 40;
314 if (blurness < targetblurness)
315 blurness += multiplier * 5;
317 blurness -= multiplier * 5;
319 if (environment == desertenvironment && detail == 2)
320 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
321 if (environment == desertenvironment) {
322 glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
323 glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
326 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
328 glTranslatef(-viewer.x, -viewer.y, -viewer.z);
329 frustum.GetFrustum();
331 //make shadow decals on terrain and objects
333 static float size, opacity, rotation;
335 for (unsigned k = 0; k < Person::players.size(); k++) {
336 if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
337 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)
338 for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
339 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) {
340 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
342 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;
343 if (k != 0 && tutoriallevel == 1) {
344 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;
346 terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
347 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
348 j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
349 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
350 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);
353 if (k != 0 && tutoriallevel == 1) {
354 opacity = .2 + .2 * sin(smoketex * 6 + i);
356 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
361 if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
362 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)
363 for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
364 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) {
365 if (Person::players[k]->skeleton.free)
366 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
368 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
370 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;
371 if (k != 0 && tutoriallevel == 1) {
372 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;
374 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
375 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
376 j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
377 if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
378 if (Person::players[k]->skeleton.free)
379 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);
381 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);
384 if (k != 0 && tutoriallevel == 1) {
385 opacity = .2 + .2 * sin(smoketex * 6 + i);
387 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
393 if (!Person::players[k]->playerdetail)
394 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
395 point = Person::players[k]->coords;
397 opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
398 terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
399 for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
400 j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
401 point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
404 objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
410 glEnable(GL_TEXTURE_2D);
412 glEnable(GL_DEPTH_TEST);
413 glEnable(GL_CULL_FACE);
415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
417 terraintexture.bind();
419 terraintexture2.bind();
421 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
422 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
425 terrain.drawdecals();
428 glEnable(GL_CULL_FACE);
429 glEnable(GL_LIGHTING);
431 glEnable(GL_TEXTURE_2D);
434 glEnable(GL_COLOR_MATERIAL);
449 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
450 glEnable(GL_CULL_FACE);
451 glCullFace(GL_FRONT);
453 for (unsigned k = 0; k < Person::players.size(); k++) {
454 if (k == 0 || tutoriallevel != 1) {
456 glEnable(GL_LIGHTING);
457 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
458 distance = distsq(&viewer, &Person::players[k]->coords);
459 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
460 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
463 if (distance >= .5) {
464 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;
466 if (!Person::players[k]->occluded == 0)
467 i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
468 if (i == -1 || Person::players[k]->occluded == 0)
469 i = checkcollide(viewer, checkpoint);
471 Person::players[k]->occluded += 1;
472 Person::players[k]->lastoccluded = i;
474 Person::players[k]->occluded = 0;
476 if (Person::players[k]->occluded < 25)
477 Person::players[k]->DrawSkeleton();
483 if (!cameramode && musictype == stream_fighttheme)
484 playerdist = distsqflat(&Person::players[0]->coords, &viewer);
489 glEnable(GL_TEXTURE_2D);
495 if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) {
496 glAlphaFunc(GL_GREATER, 0.0001f);
498 glDisable(GL_CULL_FACE);
499 glDisable(GL_LIGHTING);
501 glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
502 glRotatef(hawkyaw, 0, 1, 0);
503 glTranslatef(25, 0, 0);
504 distance = distsq(&viewer, &realhawkcoords) * 1.2;
505 glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
506 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
507 glColor4f(light.color[0], light.color[1], light.color[2], 1);
508 if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
509 hawk.drawdifftex(hawktexture);
513 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
514 glEnable(GL_CULL_FACE);
515 glCullFace(GL_FRONT);
517 for (unsigned k = 0; k < Person::players.size(); k++) {
518 if (!(k == 0 || tutoriallevel != 1)) {
520 glEnable(GL_LIGHTING);
521 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
522 distance = distsq(&viewer, &Person::players[k]->coords);
523 distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
524 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
527 if (distance >= .5) {
528 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 (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 (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 (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 (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 (i = 0; i < 264; i++) {
1076 for (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 (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 (i = 1; i < 15; i++)
1438 if (displaytime[i] < 4)
1439 for (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 (i = 0; i < Person::players.size(); i++) {
1479 if (!Person::players[i]->dead)
1485 for (i = 0; i < objects.numobjects; i++) {
1486 if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) {
1487 center += objects.position[i];
1491 for (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 (i = 0; i < objects.numobjects; i++) {
1503 tempdist = distsq(¢er, &objects.position[i]);
1504 if (tempdist > maxdistance) {
1506 maxdistance = tempdist;
1509 for (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 (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 (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 (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 (i = 0; i < 255; i++)string[i] = '\0';
1747 sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
1748 strcat(string, temp);
1749 if ((int)(leveltime) % 60 < 10)
1750 strcat(string, "0");
1751 sprintf (temp, "%d", (int)(leveltime) % 60);
1752 strcat(string, temp);
1753 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
1756 int awards[award_count];
1757 int numawards = award_awards(awards);
1759 for (i = 0; i < numawards && i < 6; i++)
1760 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
1763 if (drawmode != normalmode) {
1764 glEnable(GL_TEXTURE_2D);
1766 if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
1767 if (screentexture) {
1769 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1770 GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1771 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1772 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1773 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1774 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1775 glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1777 glBindTexture( GL_TEXTURE_2D, screentexture);
1778 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1781 if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
1782 if (screentexture2) {
1783 glBindTexture( GL_TEXTURE_2D, screentexture2);
1784 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
1786 if (!screentexture2) {
1787 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1789 glGenTextures( 1, &screentexture2 );
1790 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1792 glEnable(GL_TEXTURE_2D);
1793 glBindTexture( GL_TEXTURE_2D, screentexture2);
1794 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1795 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1797 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
1803 glClear(GL_DEPTH_BUFFER_BIT);
1804 Game::ReSizeGLScene(90, .1f);
1805 glViewport(0, 0, screenwidth, screenheight);
1807 if (drawmode != normalmode) {
1808 glDisable(GL_DEPTH_TEST);
1809 if (drawmode == motionblurmode) {
1810 glDrawBuffer(GL_FRONT);
1811 glReadBuffer(GL_BACK);
1813 glColor3f (1.0, 1.0, 1.0); // no coloring
1815 glEnable(GL_TEXTURE_2D);
1816 glBindTexture( GL_TEXTURE_2D, screentexture);
1817 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1818 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1819 glDisable(GL_DEPTH_TEST);
1820 glDisable(GL_CULL_FACE);
1821 glDisable(GL_LIGHTING);
1823 glMatrixMode(GL_PROJECTION);
1826 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
1827 glMatrixMode(GL_MODELVIEW);
1830 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
1831 glTranslatef(1, 1, 0);
1832 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1834 if (drawmode == motionblurmode) {
1835 if (motionbluramount < .2)
1836 motionbluramount = .2;
1837 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
1838 glColor4f(1, 1, 1, motionbluramount);
1842 glVertex3f(-1, -1, 0.0f);
1843 glTexCoord2f(texcoordwidth, 0);
1844 glVertex3f(1, -1, 0.0f);
1845 glTexCoord2f(texcoordwidth, texcoordheight);
1846 glVertex3f(1, 1, 0.0f);
1847 glTexCoord2f(0, texcoordheight);
1848 glVertex3f(-1, 1, 0.0f);
1852 if (drawmode == realmotionblurmode) {
1853 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1854 glClear(GL_COLOR_BUFFER_BIT);
1855 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1856 glBindTexture( GL_TEXTURE_2D, screentexture);
1857 glColor4f(1, 1, 1, .5);
1861 glVertex3f(-1, -1, 0.0f);
1862 glTexCoord2f(texcoordwidth, 0);
1863 glVertex3f(1, -1, 0.0f);
1864 glTexCoord2f(texcoordwidth, texcoordheight);
1865 glVertex3f(1, 1, 0.0f);
1866 glTexCoord2f(0, texcoordheight);
1867 glVertex3f(-1, 1, 0.0f);
1870 glBindTexture( GL_TEXTURE_2D, screentexture2);
1871 glColor4f(1, 1, 1, .5);
1875 glVertex3f(-1, -1, 0.0f);
1876 glTexCoord2f(texcoordwidth, 0);
1877 glVertex3f(1, -1, 0.0f);
1878 glTexCoord2f(texcoordwidth, texcoordheight);
1879 glVertex3f(1, 1, 0.0f);
1880 glTexCoord2f(0, texcoordheight);
1881 glVertex3f(-1, 1, 0.0f);
1884 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1886 if (drawmode == doublevisionmode) {
1887 static float crosseyedness;
1888 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
1889 if (crosseyedness > 1)
1891 if (crosseyedness < 0)
1893 glColor4f(1, 1, 1, 1);
1894 glDisable(GL_BLEND);
1899 glVertex3f(-1, -1, 0.0f);
1900 glTexCoord2f(texcoordwidth, 0);
1901 glVertex3f(1, -1, 0.0f);
1902 glTexCoord2f(texcoordwidth, texcoordheight);
1903 glVertex3f(1, 1, 0.0f);
1904 glTexCoord2f(0, texcoordheight);
1905 glVertex3f(-1, 1, 0.0f);
1908 if (crosseyedness) {
1909 glColor4f(1, 1, 1, .5);
1912 glTranslatef(.015 * crosseyedness, 0, 0);
1916 glVertex3f(-1, -1, 0.0f);
1917 glTexCoord2f(texcoordwidth, 0);
1918 glVertex3f(1, -1, 0.0f);
1919 glTexCoord2f(texcoordwidth, texcoordheight);
1920 glVertex3f(1, 1, 0.0f);
1921 glTexCoord2f(0, texcoordheight);
1922 glVertex3f(-1, 1, 0.0f);
1927 if (drawmode == glowmode) {
1928 glColor4f(.5, .5, .5, .5);
1930 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1932 glTranslatef(.01, 0, 0);
1935 glVertex3f(-1, -1, 0.0f);
1936 glTexCoord2f(texcoordwidth, 0);
1937 glVertex3f(1, -1, 0.0f);
1938 glTexCoord2f(texcoordwidth, texcoordheight);
1939 glVertex3f(1, 1, 0.0f);
1940 glTexCoord2f(0, texcoordheight);
1941 glVertex3f(-1, 1, 0.0f);
1945 glTranslatef(-.01, 0, 0);
1948 glVertex3f(-1, -1, 0.0f);
1949 glTexCoord2f(texcoordwidth, 0);
1950 glVertex3f(1, -1, 0.0f);
1951 glTexCoord2f(texcoordwidth, texcoordheight);
1952 glVertex3f(1, 1, 0.0f);
1953 glTexCoord2f(0, texcoordheight);
1954 glVertex3f(-1, 1, 0.0f);
1958 glTranslatef(.0, .01, 0);
1961 glVertex3f(-1, -1, 0.0f);
1962 glTexCoord2f(texcoordwidth, 0);
1963 glVertex3f(1, -1, 0.0f);
1964 glTexCoord2f(texcoordwidth, texcoordheight);
1965 glVertex3f(1, 1, 0.0f);
1966 glTexCoord2f(0, texcoordheight);
1967 glVertex3f(-1, 1, 0.0f);
1971 glTranslatef(0, -.01, 0);
1974 glVertex3f(-1, -1, 0.0f);
1975 glTexCoord2f(texcoordwidth, 0);
1976 glVertex3f(1, -1, 0.0f);
1977 glTexCoord2f(texcoordwidth, texcoordheight);
1978 glVertex3f(1, 1, 0.0f);
1979 glTexCoord2f(0, texcoordheight);
1980 glVertex3f(-1, 1, 0.0f);
1984 if (drawmode == radialzoommode) {
1985 for (i = 0; i < 3; i++) {
1986 //glRotatef((float)i*.1,0,0,1);
1987 glColor4f(1, 1, 1, 1 / ((float)i + 1));
1989 glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
1992 glVertex3f(-1, -1, 0.0f);
1993 glTexCoord2f(texcoordwidth, 0);
1994 glVertex3f(1, -1, 0.0f);
1995 glTexCoord2f(texcoordwidth, texcoordheight);
1996 glVertex3f(1, 1, 0.0f);
1997 glTexCoord2f(0, texcoordheight);
1998 glVertex3f(-1, 1, 0.0f);
2003 glDisable(GL_TEXTURE_2D);
2004 glMatrixMode(GL_PROJECTION);
2006 glMatrixMode(GL_MODELVIEW);
2008 glEnable(GL_DEPTH_TEST);
2009 glEnable(GL_CULL_FACE);
2010 glDisable(GL_BLEND);
2015 glEnable(GL_TEXTURE_2D);
2016 glColor4f(1, 1, 1, 1);
2018 if (consoleselected >= 60)
2019 offset = consoleselected - 60;
2020 sprintf (string, " ]");
2021 text->glPrint(10, 30, string, 0, 1, 1024, 768);
2023 sprintf (string, "_");
2024 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
2026 for (i = 0; i < 15; i++)
2027 for (j = 0; j < consoletext[i].size(); j++) {
2028 glColor4f(1, 1, 1, 1 - (float)(i) / 16);
2029 sprintf (string, "%c", consoletext[i][j]);
2030 text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
2035 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2036 multiplier = tempmult;
2043 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2044 tempmult = multiplier;
2049 if ( side == stereoRight || side == stereoCenter ) {
2050 if (drawmode != motionblurmode || mainmenu) {
2055 //myassert(glGetError() == GL_NO_ERROR);
2056 glDrawBuffer(GL_BACK);
2057 glReadBuffer(GL_BACK);
2062 if (drawtoggle == 2)
2065 if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
2066 multiplier = tempmult;
2068 //Jordan fixed your warning!
2074 // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2077 glDrawBuffer(GL_BACK);
2078 glReadBuffer(GL_BACK);
2079 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2080 Game::ReSizeGLScene(90, .1f);
2082 //draw menu background
2083 glClear(GL_DEPTH_BUFFER_BIT);
2084 glEnable(GL_ALPHA_TEST);
2085 glAlphaFunc(GL_GREATER, 0.001f);
2086 glEnable(GL_TEXTURE_2D);
2087 glDisable(GL_DEPTH_TEST);
2088 glDisable(GL_CULL_FACE);
2089 glDisable(GL_LIGHTING);
2091 glMatrixMode(GL_PROJECTION);
2094 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2095 glMatrixMode(GL_MODELVIEW);
2098 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2100 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2102 glDisable(GL_BLEND);
2103 glColor4f(0, 0, 0, 1.0);
2104 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2105 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2106 glDisable(GL_TEXTURE_2D);
2108 glVertex3f(-1, -1, 0);
2109 glVertex3f(+1, -1, 0);
2110 glVertex3f(+1, +1, 0);
2111 glVertex3f(-1, +1, 0);
2114 glColor4f(0.4, 0.4, 0.4, 1.0);
2115 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2116 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2117 glEnable(GL_TEXTURE_2D);
2118 Game::Mainmenuitems[4].bind();
2121 glVertex3f(-1, -1, 0);
2123 glVertex3f(+1, -1, 0);
2125 glVertex3f(+1, +1, 0);
2127 glVertex3f(-1, +1, 0);
2131 glMatrixMode(GL_PROJECTION);
2133 glMatrixMode(GL_MODELVIEW);
2137 glMatrixMode(GL_PROJECTION);
2140 glOrtho(0, 640, 0, 480, -100, 100);
2141 glMatrixMode(GL_MODELVIEW);
2144 glEnable(GL_TEXTURE_2D);
2149 glMatrixMode(GL_PROJECTION);
2151 glMatrixMode(GL_MODELVIEW);
2154 glMatrixMode(GL_PROJECTION);
2157 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2158 glMatrixMode(GL_MODELVIEW);
2161 glTranslatef(screenwidth / 2, screenheight / 2, 0);
2163 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
2164 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 glEnable(GL_TEXTURE_2D);
2167 glColor4f(1, 1, 1, 1);
2168 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2169 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2171 if (!Game::waiting) { // hide the cursor while waiting for a key
2173 glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
2174 glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
2175 glTranslatef(1, -1, 0);
2176 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 glColor4f(1, 1, 1, 1);
2178 Game::cursortexture.bind();
2180 //glScalef(.25,.25,.25);
2183 glVertex3f(-1, -1, 0.0f);
2185 glVertex3f(1, -1, 0.0f);
2187 glVertex3f(1, 1, 0.0f);
2189 glVertex3f(-1, 1, 0.0f);
2195 glMatrixMode(GL_PROJECTION);
2200 if (flashamount > 0) {
2201 if (flashamount > 1)
2203 if (flashdelay <= 0)
2204 flashamount -= multiplier;
2206 if (flashamount < 0)
2208 glDisable(GL_DEPTH_TEST);
2209 glDisable(GL_CULL_FACE);
2210 glDisable(GL_LIGHTING);
2211 glDisable(GL_TEXTURE_2D);
2213 glMatrixMode(GL_PROJECTION);
2216 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
2217 glMatrixMode(GL_MODELVIEW);
2220 glScalef(screenwidth, screenheight, 1);
2221 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2223 glColor4f(flashr, flashg, flashb, flashamount);
2225 glVertex3f(0, 0, 0.0f);
2226 glVertex3f(256, 0, 0.0f);
2227 glVertex3f(256, 256, 0.0f);
2228 glVertex3f(0, 256, 0.0f);
2230 glMatrixMode(GL_PROJECTION);
2232 glMatrixMode(GL_MODELVIEW);
2234 glEnable(GL_DEPTH_TEST);
2235 glEnable(GL_CULL_FACE);
2236 glDisable(GL_BLEND);